Sabre Fantasy 3e Players Handbook
Sabre Fantasy 3e Players Handbook
Sabre Fantasy 3e Players Handbook
Fantasy
Player’s Manual
v1.0
Project Design, Graphic Design & Character Art
by
Stephen L. Nowland
Editing by Elizabeth Curtis & Wayne Shaw
Some artwork © Dean Spencer, used with permission. All rights reserved.
Front cover artwork © Dean Spencer. All rights reserved.
Back cover image by Jeff Brown.
Contributors
Lesley Wheeler, Edward Vulis,Walter Spivak, Peter Burns, Israel Vulis, Anthony Lewis,
Shaun Soria, Kristy Simmonds, Craig Johnson, Kai Maxwell, Hans Müller, Luke Seefuss, Rianna Stahl, Alex Siemienowicz,
Callan Daalmeyer, Tim Seefuss, Matthew Sheppard, Elizabeth Curtis, Aidan O’Malley,
Ahria Rose, Mark Robertson, Stephen J. Holodinsky and Wayne Shaw.
Copyright: Sabre RPG system ©2013-2022 by Stephen L. Nowland. All rights reserved. Reproduction of this work by any means without the
written permission of the publisher is expressly forbidden. This material is protected under the copyright laws of Australia. This product is a
work of fiction.
Sabre’s mechanics and structure are based in part on the Mythras roleplaying system published by The Design Mechanism
(www.thedesignmechanism.com and www.mythrasrpg.com). Used with permission. The Design Mechanism makes no representation or
warranty as to the quality, viability, or suitability for purpose of this product.
Contents
Step-By-Step Guide
Here’s a truncated list of the steps needed for players to 7. Attribute Bonus
make your character as quickly as possible. Note your Attribute Bonus for each Attribute in the
column just to the right of each on the Character Sheet. This
1. Character Concept will be a +1 at 10 in any Attribute, rising at +1 for every 2
Decide on the kind of character and style you want to Attribute points thereafter.
play. You’ll find a profession that suits your idea, and can Write this number in the Bonus (+) column for each skill
even combine two professions if you need to. related to that Attribute. So a Strength Attribute Bonus of +3
would be written in skills such as Unarmed, Intimidate and
Melee.
2. Species
There are many species to choose from in Sabre, each
with their own culture, background and specialties. Peruse 8. Critical Range
the list and decide which one fits your concept. The default Critical Range for each skill is 3. You can
write a ‘3’ in every column and manually calculate it on
the fly, or you can write down the ‘lower end’ of the Critical
3. Attributes Range. So a skill of 57 would have a range of 55-57.
Once you’ve figured out your character’s species,
allocate the base number for each attribute (each species
is different) and spread 18 Buff Points, with no more than 8 9. Background Events
per Attribute. Roll on the Background Events list a number of times
equal to the listed number for your Profession.
Note your Contact type down for future reference, and the
4. Characteristics bonus gained from that contact.
Go through each of the Characteristics and calculate their
values, which are based on your Attributes.
Damage Modifier, Healing Rate, Height and Weight, 10. Manoeuvres & Magic
Hit Points, Initiative Bonus, Luck Points, Maximum Lift, Pick 1 manoeuvre you qualify for, and if you have any
Reactions, Spirit, & Movement Rate. Magic skill, pick 2 spells too.
Celestrel
Humans or other species who have been a vessel for a
powerful celestial being often produce special offspring,
blessed with abilities from their otherworldly heritage. Some
say Celestrels have ways of speaking directly with celestial
entities, and consider them to be a direct line to their
deities.
At their core, these people are simply gifted with abilities
which can alter the course of their lives for good or bad.
Ultimately, it is up to the individual how to best use their
gifts. Species known to have celestial heritage are;
• Dragon Elves
• Dwarves
• Escardi
• Feylin
• Forest elves
• Highborn elves
• Human
Appearance
Pale hair and golden eyes are common physical features
of Celestrels, regardless of their other racial traits such
as skin colour, height and weight. Their features are fine
and beautiful, and even the most plain-looking Celestrel is
eye-catching to some degree.
Dwarven Celestrels tend to be taller than their parents,
and while lacking the robust health of their species, their
charm and grace make up for this. Escardi Celestrel tend
to be a little smaller than their gigantic parents and lack
their heavy frame, but keep some aspect of their parent’s
tremendous physique.
Culture
Celestrels of any species blend well into society, often finding favour for their innate talent and charm. Religions always
try to attract newly discovered Celestrels to their flock, believing they have the favour of the gods. They tend to stand out in
any crowd for their amazing looks and easy-going nature, and tend to ‘fall upward’ into positions of authority and leadership
where given the opportunity.
Sample Names
This species takes their names from their parent species.
Attribute Score Species Characteristics Skill Affinity
Strength (STR) 9 Move 6 squares on foot Insight
Agility (AGI) 9 Height 140 to 210cm (4'7" to 6'10") Influence
Constitution (CON) 9 Weight 50 to 120kg (110 to 264lb) Languages
Intellect (INT) 9 Hair Blond, White-Blond, Gold Common Tongue
Charisma (CHA) 11 Eyes Gold Celestial
Special Traits
Mortal Parents Choose 1 special trait from your parent species.
Gifted You have no negative Attribute penalties.
Lay on Hands As an action, you may spend 1 Spirit Point to heal 1d4 Hit Points to anyone you touch.
Corvid
Once thought to have been ordinary birds, this species
was magically enhanced long ago by ancient powers to
be their scouts, companions and messengers. Although
the species that created them has long since passed from
memory, flocks of these large birds have bred true over
the centuries and can be seen mingling with regular crows
and ravens, or even walking down the street as any other
species might.
Appearance
Corvids are twice the size of their less exceptional
cousins, measuring up to a metre in height (3’). They
have four arms, tipped with claws that function as well
as hands, including opposable thumbs. Their forearms
are covered in feathers and used for flight, though the
structure of their wings is more elaborate than other birds.
Their rear hands are used to walk around on while on
the ground, but while in flight they are free to use objects,
grab things on daring fly-bys or utilise equipment and
weapons with just as much precision as their forearms.
Male feathers tend to be black or dark blue with tiny
specks of various colour on their tips. Females have much
more elaborate plumage, particularly around their eyes
and the rear of their wings, with any colour of the rainbow
possible.
Culture
Corvids cluster in large groups, sometimes called a
‘murder’ (a phrase they generally detest) but have acquired
a taste for civilisation since their alteration from mere animals. In most respects, they blend in to human society as well as
any other species, though they do prefer their own kind where possible. Corvids who eschew the vestiges of a civilised life
prefer mountains, towers and other homes at altitude, much like their smaller cousins.
Sample Names
Male: Bekus, Dima, Galas, Jakka, Keah, Sark, Silas, Soar. Female: Aura, Beka, Cheri, Hart, Jacey, Lael, Tria, Trillian
Daemon
Humanoid creatures who have been a vessel for a
powerful demonic being often produce special offspring,
imbued with abilities from their otherworldly heritage.
Often, the vessel for these entities was in fact
possessed, thus producing an afflicted child without
consent. Such individuals are called daemons (DAY-mon),
who possess a dark desire to deal harm to others, which
also makes them quite intimidating to deal with.
Appearance
Dark hair and red eyes are typical physical features of
daemons, and in some cases their eyes are completely
black. Their features vary as much as their original
heritage, though many have a sinister or twisted bent to
their expression which mar their appearance.
Such people share only a few traits of their mortal
parent, with the dominant power of the fallen celestial
being altering them beyond their usual stock, often giving
them greater health, height and charm.
Species known to have been subjected to demonic
possession in their past are;
• Dragon Elves
• Dwarves
• Escardi
• Feylin
• Forest elves
• Highborn elves
• Human
Culture
Daemons are alternately feared and respected throughout civilised lands, with religions either persecuting or worshipping
them, as is appropriate for a particular faith. Ultimately, a daemon has free will just like any other mortal and as such, are
not inherently evil – they are very much the result of their upbringing however, so individuals vary greatly in personality and
philosophy. Some have difficulty grappling the nature of their existence, whereas others embrace the power flowing within
them.
Sample Names
This species takes their names from their parent species.
Attribute Score Species Characteristics Skill Affinity
Strength (STR) 9 Move 6 squares on foot Insight
Agility (AGI) 9 Height 140 to 210cm (4'7" to 6'10") Intimidate
Constitution (CON) 9 Weight 50 to 120kg (110 to 264lb) Languages
Intellect (INT) 9 Hair Red, Auburn, Black Common Tongue
Charisma (CHA) 11 Eyes Red Infernal
Special Traits
Mortal Parents Choose 1 special trait from your parent species.
Dark Heart Whenever you deal damage, add +1 to the result.
Intimidating You gain +5% to Intimidate skill results and +2 Critical Range.
Dragon Elf
Once a part of ancient elven society, the schism which
tore their culture apart forced many to seek shelter deep
underground from their enemies. This group of refugees
encountered a powerful and ancient dragon, who was also
seeking to hide from his enemies in the lands above.
An accord was struck, where they would work together
to not only survive, but thrive in the dark spaces beneath
the surface. Over time, the dragon’s influence grew and
become not unlike a god to the benighted elves. They
began to change, exhibiting more draconic traits over the
generations as they left their elven heritage behind.
These are the dragon elves.
Appearance
Nearly two millennia of lightless existence have bred a
strong streak of albinism into these people, thus white hair
and skin with pink eyes are very common.
Pale blond hair along with violet, red or amber eyes is
also still seen amongst their people. In other respects,
they share the fine features of their distant surface
cousins. Most exhibit faint scales covering their skin and
slitted pupils that resemble that of a dragon.
Culture
Dragon elf culture is built around worship of their
dragon god and the prominence of service to the
community, with everyone of age required to serve society
for two years in some capacity. They are led by the High
Cleric (with final say in all important matters), and the
Grand Marshal who controls the military.
Their subterranean cities are protected by well-designed defences,
with overlapping arcs for archers and spellcasters, learned through centuries of fighting the denizens of the underworld.
They don’t often visit the surface, finding the open sky disconcerting to say the least, but when they do, they find the surface
civilisations undisciplined and decadent. Dragons are welcome in their society, and although few of them care to live in their
cities, they are always treated with great reverence when they visit.
Sample Names
Male: Bain, Drake, Falken, Gaige, Kadir, Raiden, Taavi. Female: Bahar, Dalai, Kaija, Qiani, Rahel, Raine, Talia
Attribute Score Species Characteristics Skill Affinity
Strength (STR) 11 Move 6 squares on foot Navigation (Subterranean)
Agility (AGI) 9 Height 140 to 170cm (4'7" to 5'7") Stealth
Constitution (CON) 7 Weight 50 to 80kg (110 to 175lb) Languages
Intellect (INT) 9 Hair Blond, White-Blond, White Common Tongue
Charisma (CHA) 9 Eyes Pink, Red, Amber, Violet Dracar
Special Traits
Dragon Heritage Ignore the effects of the Burn damage trait, and gain +5% result bonus on skill checks against dragons.
Stealthy You gain +5% to successful Stealth results and +2 Critical Range.
Dark Vision See normally to 20 squares at night, & Perception checks gain a +10% result bonus.
Lose your entire Perception result bonus in daylight.
Dwarf
The species of dwarves is thought to be distantly
related to humans, but they adapted to tunnels and
underground environments after spending much of the
past two millennia mining and digging into the earth.
Rough and cramped conditions favoured the shortest
and hardiest, which created a downward trend in the
height of this sturdy species over many long years.
Dwarves are tough, with a passion for crafting and
commerce, and are experts at navigating underground.
Appearance
Dwarves rarely pass 130cm (4’) in height, and tend
to be stocky of build with fair skin. Hair colour varies
between light and dark brown, red, and very rarely blond.
Eyes are typically green, brown or amber in colour, though
blue is not outside the bounds of possibility.
The men have a long tradition of maintaining beards
in a wide variety of styles, though there are some who
prefer to go clean-shaven. These deranged anarchists are
typically shunned from mainstream dwarven society in
favour of proper, full-bearded dwarves, who are obviously
not ashamed of their people’s heritage
Culture
Dwarven society is clan-based, with the head of each
clan a king in his own right. Female leaders are rare
but not unheard of, if they are politically strong enough
to upend centuries of male tradition. The clan leaders
choose a Thane, or a king of kings to rule the nation, but
only at the sufferance of the clans.
Mining and smithing are the most popular fields of labour, with dwarven craftsmen in high demand for their expertise
with the forge. The knowledge to work this and other rare metals is most common amongst dwarven artisans, who carry on
ancient traditions even when there seems to be little profit in doing so.
Dwarves prize knowledge, both of smithing and of commerce, and store away their treasures (both material and less
tangible types) in vast underground cities beyond the sight of surface dwellers.
Sample Names
Male: Connor, Dugal, Frazer, Gordon, Jaime, Jock, Lachlan. Female: Aileen, Bonnie, Cait, Elise, Kenzy, Lexi, Sloane
Attribute Score Species Characteristics Skill Affinity
Strength (STR) 9 Move 5 squares on foot Endurance
Agility (AGI) 9 Height 110 to 140cm (3'7" to 4'7") Craft (Any)
Constitution (CON) 11 Weight 50 to 90kg (110 to 200lb) Languages
Intellect (INT) 9 Hair Red, Auburn, Brown, Black Common Tongue
Charisma (CHA) 7 Eyes Blue, Green, Brown Dwarven
Special Traits
Night Sight Allows you to see normally in night-time conditions out to 20 squares.
Hardy Gain +5% Endurance skill results, & +1 Natural AP. When you gain Hit Points from your Primary
Profession skill at 70%, 90% and 99%, gain an additional +1 Hit Points at each stage.
Crafty Choose one General Talent you meet the requirements for, & all Craft skills gain +2 Critical Range.
You automatically search for hidden doors.
PART 1: CHARACTER CREATION 11
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS
Escardi
The Escardi are survivors of a lost civilisation - their
name translates to “not dead” (es’card), or “survivors”. The
advanced culture they used to live in has long vanished
from the world, and those remaining are tough, resilient and
capable of living on the fringes of society where others fear
to tread.
Appearance
Escardi are essentially human in appearance, but tower
above other species. They often reach two and a half metres
(8’2”) in height and their legs are thick and bony, allowing
them to carry their bulk with ease.
They carry a great deal of muscle on their heavy frames
and two hearts beat within their chests, giving them speed
and endurance free of the ungainly gait some oversized
humans sometimes exhibit.
Most notably, an Escardi’s arms and hands are long and
thick, able to wield tools and weapons much larger than
other species can manage. Their skin tends to be olive to
dark in complexion, a legacy of their original hot, sun-baked
home.
Culture
To call Escardi society barbaric isn’t accurate; while it
can be rough, there is order in the perceived chaos. Young
men and women often challenge rivals for the affection of
desirable mates, leading to a test of strength which prompts
entire villages to stop what they’re doing to watch.
Wrestling, boxing or throwing heavy objects over long distances are common ways to show one’s strength.
Escardi live up to their tough appearance, for they have learned to survive in the harshest environments and this knowledge is
passed down through the generations, as well as stories and legends from their distant pass when they were more than just a
primitive tribal people.
Sample Names
Male: Brok, Carthack, Klarr, Ovis, Parik, Sarnak, Sawl. Female: Aeris, Iswyn, Jenovia, Kiara, Nia, Rosyn, Sech, Tris.
Feylin
Feylin are a rare cross between elves and Raelani, a
curious mix that produces beautiful, agile and delicate
offspring who are naturally double-jointed, able to perform
remarkable feats of acrobatics even as a child. This rare
crossbreed usually takes place between a female elf and
male Raelani.
First generation Feylin are typically loners, as is
commonly the case with half-breeds, but since Feylin can
breed true with each other (and quite prolifically so in some
cases), second and third generation Feylin have actually
started to create their own societies and develop their own
unique racial identity.
Appearance
A typical Feylin reaches no more than one and a half
metres in height (4’11”), with a very slight frame. Their
movements are flowing and graceful, and acrobatics come
to them naturally. Eye colours range from amber, to green
and vivid blue. Hair can be just about any colour, but tends
to be white-blonde or auburn.
Their faces tend to be a blend of an elf’s features
combined with the cheekiness of a Raelani in equal
measure. Their ears appear to be oversized and pointy,
almost as if someone attached an elf’s ears to a Raelani on
purpose.
Culture
Like most half-cast individuals, first-generation Feylin
lack a true culture of their own and tend to either stay with
their Raelani or elven parent and adopt theirs. Those who are part of larger Feylin communities have even built villages to
make their own lives, adopting a blend of Raelani and elf customs to guide their society.
Sample Names
This species takes their names from one of their parent species, in this case elvish or Raelani.
Special Traits
Low-Light Vision Allows you to see normally in dim conditions out to 20 squares.
Double-Jointed Add +5% to your successful Evade skill roll results while in light or no armour, and to avoid or break out
of being restrained or pinned.
Acrobat Gain the Free Running Acrobatic manoeuvre for free.
Fast Your base Movement is 8 squares, as noted above.
Forest Elf
Thousands of years ago, the elven species was unified
and achieved wonders which have all but vanished from
the world. Then, a great calamity befell them, resulting in
a splintering of their once-great nation. Many of the elves
charged with maintaining the forests and hunting for food
fled the calamity, forming their own nation amongst the
towering trees of the forests in the west.
Here, they protect the last vestiges of ancient forests
from encroachment by other species seeking to plunder the
resources within.
Appearance
Forest elves have grown tall and thin in the wild spaces
of their homeland. Their hair can be blond, honey or red in
colour, while eyes are more often than not green, though
yellow and blue are not entirely rare. Their skin tends to be
well-tanned though many of them retain the fair skin of their
ancestors.
Forest elves move with grace and poise, with each step
flowing into the next with inhuman precision.
Culture
Forest elves are free spirits who like nothing more than
being out in nature. They prize hunting, dance, craft and
other refined activities, carrying on ancient traditions from
millennia ago, including archery, which is taught to all
members of society. They are usually led by a king or queen,
who is advised by a counsel of wise elders.
Most forest elf abodes reside in or around the trees,
where they are safe from predators and able to keep a close eye on their surroundings. Indeed, their major cities (what
few of them exist) are a cluster of elegant, organic buildings connected by ramps that often extend high into the canopy.
Away from their agrarian civilisations, the rangers and druids in their ranks patrol the borders, practically invisible
amongst the forest as they watch for hostile activity. These people are held in high esteem within forest elf society, for it
is they who defend the forest against incursions and maintain the forests.
Sample Names
Male: Aiwyn, Calin, Ehlar, Kyrin, Sidra, Theodryn, Vamyr. Female: Chasi, Cythrel, Farryn, Lorna, Mayla, Saida, Yana.
Attribute Score Species Characteristics Skill Affinity
Strength (STR) 9 Move 6 squares on foot Archery
Agility (AGI) 11 Height 160 to 190cm (5'3" to 6'3") Perception
Constitution (CON) 7 Weight 40 to 80kg (88 to 175lb) Languages
Intellect (INT) 9 Hair Blond, Brown, Silver, Purple Common Tongue
Charisma (CHA) 9 Eyes Blue, Green, White, Violet Elvish
Special Traits
Low-Light Vision Allows you to see normally in dim conditions out to 20 squares.
Sharp Eyed You gain +5% to Perception skill results and +2 Critical Range..
Elven Grace Ignore movement penalties from difficult terrain.
Half-Human
When a human and another compatible species love
each other very much, the resulting offspring bears traits
blended from both species in a way that is difficult to
predict. These Species are able to successfully pair with
human, and grant an Attribute bonus based on theirs;
• Dragon Elves (+1 Strength)
• Dwarves (+1 Constitution)
• Escardi (+1 Strength)
• Feylin (+1 Agility)
• Forest elves (+1 Agility)
• Highborn elves (+1 Intellect)
Other species are either incompatible, or bear no special
traits beyond that of a regular human.
Appearance
Half-humans bear a mix of physical features from both of
their parents, including odd combinations such as dark skin,
red hair and violet eyes.
Their height varies from 140cm (4’7”) for a half-feylin, to
around 220cm (7’2”) for a half-escardi. Choose traits from
either human or your other parent’s species as desired.
Culture
Various cultures respond differently to half-cast children
in their midst, with some being less tolerant than
others. Feylin are fully accepting, given their unique and
well-travelled nature and often joke about how many
different racial stocks they can pack into one person.
Dwarves are dubious about the resilience of any mixed
heritage children, but are otherwise accepting of all.
Elves tend to be far less accepting, as they often think of humanity as crude and barbaric (not without good reason). As
such, half-elves tend to be shunned from their communities, though there are exceptions. Thus, half-humans are a culture
of their own, each as an individual striving to find their place in a world that is rarely accepting of their nature. They often
become nomadic, constantly searching for a place to belong and as such, learn a great deal about language and other
cultures along the way.
Sample Names
This species takes their names from their parent species.
Attribute Score Species Characteristics Skill Affinity
Strength (STR) 9 Move 6 squares on foot Navigation (Any)
Agility (AGI) 9 Height 100 to 220cm (3'3" to 7'2") Choose Any Non-Restricted Skill
Constitution (CON) 9 Weight 40 to 100kg (88 to 220lb) Languages
Intellect (INT) 9 Scales Blond, Red, Auburn, Brown Common Tongue
Charisma (CHA) 9 Eyes Blue, Green, Brown Any 2 other languages
Special Traits
Half-Cast Choose 1 Special Trait from your non-human parent’s species.
Talented Choose one Talent whose prerequisites you meet.
Heritage Gain +1 to an Attribute based on the non-human parent’s species.
Highborn Elf
Thousands of years ago, when the elven species was
still unified, a portion of their society were dedicated to
academic pursuits, the advancement of magic, science and
general knowledge about the cosmos.
These were the Highborn Elves, custodians of magic and
librarians of their great centres of knowledge. Chosen from
the best and brightest of the population, in the centuries
since elven society fractured, they have grown to master
many of the magics stored within their austere walls.
Appearance
Highborn elves are typically shorter and weaker than their
forest cousins, but their mental faculties are sharpened to a
fine edge. Hair colour tends to be darker hues of red, brown
and black, and they tend to turn grey much younger than
other species.
Their eye colour is typically blue, green or amber, and their
features are refined and urbane.
Culture
Highborn elves are renowned for their arrogance and they
can be quite intimidating when dealing with them in person.
Knowledge and intelligence is prized above any other ability
in Highborn society, and those with obvious talent for magic
rise to the highest of masters.
Those who do not exhibit such skills are relegated to
lesser tasks required by their ancient society, such as
administrative and agricultural tasks. All of their people are
trained to meditate and channel their mental strength, and their
university is charged with ensuring every member of society can contribute to the cause of knowledge to some degree.
Like their forest cousins, Highborn elf society follows a King or Queen advised by a council of their most esteemed
academics. Safeguarding their city is of paramount concern, and all tasks are focused upon maintaining the libraries and
fending off those who would plunder their treasures. They have an extensive repertoire of ancient magic to call upon,
including powerful magical constructs with which to both fight their enemies, and work in the fields.
Sample Names
Male: Daras, Ermon, Calin, Jai, Tarran, Lomir, Halaris. Female: Alina, Anari, Gwynne, Jun, Lea, Neve, Savis, Xari, Ysin.
Special Traits
Low-Light Vision Allows you to see normally in dim conditions out to 20 squares.
Disciplined You gain +5% to Resolve skill results and +2 Critical Range.
Powerful Mind You are immune to magic that gives you the Charmed, Dazed or Unconscious conditions.
Human
Of all the species, humans are the most flexible, the
most adaptable, and the most ambitious, making full use of
their relatively limited lifespans to achieve greatness other
species never manage.
While the older species stick with their ancient traditions
and simply maintain their existence, the young human
species is full of drive and a lust for achievement, seeking to
make their mark upon the world.
Appearance
Humans can vary greatly in appearance, with numerous
sub-cultures each featuring diverse skin, hair and eye
colours. But typically, humans have brown, red or blond hair
and their eye colours range from brown, green and blue.
Their body types are the most diverse of all species too.
A typical human average in height is around 170cm, but
they can be as short as 140cm (4’7”) and as tall as 210cm
(6’11”). Weight also varies greatly, with slender people
weighing only 50kg (110lbs), all the way up to heavy-set
individuals weighing in at over 120kg (265lbs) or even more.
Culture
Human cultures are often led by a king or queen, aided
in this task by the nobility who see to the day-to-day
functionality of the realm while common folk go about the
business of producing goods and living their lives. Women
never used to be allowed to participate in mainstream
society beyond the raising of children and the running of
households, but after long wars, the loss of men has allowed
the role of women to flourish in many human societies.
It has been said that out of chaos comes order, and as a human society evolves, new laws and traditions are created
to foster peace and prosperity in the community. Thus, a frontier settlement is far less civilised than a human city, though
this does not often equate to a less violent society – the rules of a primitive village can be just as binding and important
as the legal system within a vast kingdom.
Sample Names
Male: Ben, David, Eustace, Harris, James, Robert, Tomas. Female: Alice, Eileen, Jenna, Laura, Miranda, Ophelia.
Special Traits
Clever One of your skills gains +2 to its Critical Range.
Talented Choose one Talent whose prerequisites you meet.
Ambitious The cost of learning any new ability is reduced by 1 Accolade, or 100sp and 1 day of learning time.
Nymph
A close relative of the fabled nymphs of legend, this is a
species of beautiful, charming and seductive women who
hail from ancient forests, where they curate and maintain
sacred groves that are the source of their power, unchanging
in appearance over many long years.
Appearance
Nymphs stand roughly the same height as a human, but
their limbs are slender and more elongated. Their hair is
usually blond or auburn in colour, and their skin is smooth
and fair, lacking any blemishes.
A nymph’s eyes are a bright blue, green or yellow, and
although their piercing gaze isn’t as powerful as their wild
cousins, it is alluring nonetheless.
A pair of translucent wings sprout from their back, a
legacy from their fey heritage. Their most striking feature is
their mantle, a garment of magical cloth from their sacred
grove they are bonded with. It provides protection and a
little modesty, and can be shaped to appear as any kind of
clothing the nymph desires.
Culture
This is a species of only females, with no evidence there
were ever male nymphs. The children of nymphs are always
nymphs, regardless of the male parent’s species.
The difference between true nymphs and these, their
close cousins, was the choice to leave the proximity of their
magical groves to explore. They still delight in woodland
environments, but they are not bound to them
like true nymphs. Although not terribly bright, nymphs
go through life with things falling in their favour more often than not, and are welcome in all levels of society.
Nymphs are born mature and don’t show signs of ageing over their life. They can feel the end of their natural lives
approaching, and will either return to their grove to become one with nature, or resign themselves to fate and wander out
into the nearest field, becoming a beautiful statue of petrified wood to mark their passing.
Sample Names
Female: Arielianis, Coralina, Halonis, Iolanthia, Jemenis, Llanari, Nyssari, Shalentha, Xarali, Zirineli.
Attribute Score Species Characteristics Skill Affinity
Strength (STR) 9 Move 7 squares on foot, 4 flying Charms
Agility (AGI) 9 Height 150 to 180cm (4'9" to 5'9") Seduction
Constitution (CON) 9 Weight 40 to 70kg (88 to 155lb) Languages
Intellect (INT) 7 Scales Blond, Auburn Common Tongue
Charisma (CHA) 11 Eyes Blue, Green or Yellow Woodland
Special Traits
Wings You have a set of translucent wings, and can fly at Movement 4 while Unburdened.
Mantle You are unable to wear armour or clothes, but you are bonded with a mantle of magical cloth that you
may shape at will. It cannot be taken from you, and regenerates lost AP as if it were your own. It grants
you +2 Natural Armour, and can be increased in power through talents.
Ageless You don’t suffer Attribute point loss from the Old age group.
Temptress You gain +5% to successful Seduction and Influence results.
18 PART 1: CHARACTER CREATION
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS
Raelani
Descended from the fey creatures of the forest, the
Raelani are a quaint, polite species that developed their
own distinct culture when their simple, ancient society
was pushed back by the advance of human civilisation
thousands of years ago.
Other cultures consider the Raelani to be an incredibly
lucky species, prompting the phrase ‘the luck of the Raelani’
whenever one of the little folk falls backward into a small
fortune.
Appearance
Raelani are one of the smallest species, barely able to
reach a metre (3’) in height. Their hair varies wildly, with red,
auburn, blond, honey, brown and even green hair possible.
Eye colours include blue, green, brown, amber and violet,
and their body types vary almost as much as humanity, but
they generally weigh no less than 30kg (66lb), and rarely
more than 50kg (110lb).
Their eyes are large and their noses tend to match,
and their ears are pointed, though this feature isn’t as
pronounced as their distant elven cousins.
Culture
All Raelani for the past thousand years have grown up
on small islands of some sort, so sailors are quite common
in the population. Indeed, many Raelani serve for a year in
the navy when old enough. In many other respects, Raelani
culture mirrors the best of humanity, with the old burrow
homes almost relegated to history in
favour of modern villages and towns, ruled by a King or Queen.
They are an amiable and decent people who enjoy working
in the fields, gardening, or falling asleep while fishing.
In spite of this civilised veneer, all Raelani are capable of producing minor magical cantrips, though proper wizards
from abroad often laugh at the simple practice. As such, those Raelani living in cities tend to avoid showing off their
innate magical abilities for fear of scorn.
Sample Names
Male: Aran, Brady, Declan, Fechin, Locky, Keen, Orran. Female: Aimee, Beth, Cat, Eilish, Keeva, Nola, Raich, Tessa.
Attribute Score Species Characteristics Skill Affinity
Strength (STR) 5 Move 4 squares on foot Evade
Agility (AGI) 11 Height 80 to 100cm (2'7" to 3'3") Stealth
Constitution (CON) 9 Weight 30 to 50kg (66 to 110lb) Languages
Intellect (INT) 9 Hair Blond, Red, Auburn, Brown Common Tongue
Charisma (CHA) 9 Eyes Blue, Green, Brown Raelani
Special Traits
Lucky You gain 1 extra Luck Point at the start of each session.
Disciplined You gain +5% to Resolve skill results and +2 Critical Range.
Magical Gain the Cantrip talent for free.
Small -2 Strength, but gain a +5% result bonus to the Evade and Stealth skills. Your maximum weapon size is
Small, but Medium weapons can be used two-handed.
PART 1: CHARACTER CREATION 19
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS
Saerid
Saerid are insect-like humanoids who excel at hunting.
They are well-adapted to most environments but their
place amongst the civilised world is uncertain. Too alien
for lordly banquets amongst other species, saerid are
most at home out in the wilds where their natural abilities
allow them to thrive.
Appearance
Saerid bear a strong resemblance to praying mantis,
albeit on a much larger scale. They begin as small to
medium sized creatures of no more than 170cm in height,
with reversed knee joints (similar to a goat’s) and four
arms tipped with taloned claws.
The carapace of males tends towards dark colours
such as tan, brown and black, whereas female saerid
glisten with brilliant colours, including blue, turquoise,
mauve and even gold.
When saerid reach a certain age, they often (but not
always) enter a cocoon-like state for one night. When
the sun rises, they burst out of their old carapace and
emerges as fully-grown adults, larger in every respect.
Culture
Their mandibles are highly efficient at eating but make
communication with non-saerid a little more difficult,
though not impossible. Their native tongue consists of
clicks and chirps rattled off in complex arrangements. Any
non-saerid language they learn tends to have a, shall
we say, ‘clicky’ quality to the words. Their names are
unpronounceable by non-saerid, so they tend to adopt simple human names to make communication easier.
Saerid society operates at a clan level, with one clan leader (a Thane) representing all clans in a particular region. They
value tests of strength and relish the opportunity for combat, which they use to settle disagreements that other societies
would use a judiciary to resolve. Unlike most insects, Saerid tend to be solitary creatures who hunt alone where possible.
Sample Names
(in Saeridish, they might also choose a human name to blend in better).
Male: Ca’tal, Klatic, Mak, Okan, T’clat, Pekk, Zatt. Female: Akki, Bek, Catak, Flitt, Katash, Tasai, X’an.
Background Events 1
Contact Type Academic or Craft
Starting Money 100sp
Equipment Starting Kit, Standard
Alchemist Toolkit,
2 Alchemy Materials
Choose one special ability
Bombardier Your bombs deal +2 damage.
Artificer Magic
Skills & Stats Add 25 points to each
Background Events 1
Contact Type Academic or Craft
Starting Money 100sp
Equipment Starting Kit, Standard
Artificer’s Toolkit, 1 Moonstone
Courtesan Rogue
Skills & Stats Add 25 points to each
Professional Skills Common Skills
Seduction Deceit
Perform Influence
Courtesy Insight
Streetwise Perception
Melee or Firearms Resistance Skills
Pick 3 Non-Restricted Skills Evade & Resolve
Background Events 4
Contact Type Any
Starting Money 100sp
Equipment Starting Kit
Reasonable quality clothes
Background Events 1
Contact Type Military or Spiritual
Starting Money 250sp
Equipment Starting Kit
Background Events 3
Contact Type Law Enforcement or Criminal
Starting Money 150sp
Equipment Starting Kit, Standard
Investigator’s Toolkit
Dreadnought Warrior
Skills & Stats Add 25 points to each
Background Events 2
Contact Type Law Enforcement or Military
Starting Money 300sp
Equipment Starting Kit
Background Events 2
Contact Type Nomadic or Spiritual
Starting Money 100sp
Equipment Starting Kit
Able to heal and harm in equal measure, Druids are Avenger Your damage spells deal +2
often thought of as strange hermits who dwell in the damage.
forests, but these devout followers of the god of nature Wildling Gain +1 Natural Armour and +1
are more than their rustic appearance hints at. Spirit Point.
They worship nature itself, known to many as Studied Learning abilities cost reduced by 1
Gaea, the living earth. This veneration allows them Accolade, or 100sp & 1 day of time.
to manipulate natural forces to their advantage,
summoning lightning or accelerating healing of the Advancement
injured and sick. Primary Profession Skill Druidry
Druids maintain a connection to the forest, and the
animals that dwell within. How they choose to focus Skill Free Talent
this power varies within each given sect. 70% Natural Healing
Some prefer to unleash nature’s wrath in the form of • If you rest 8 hours in a forest, double your Heal
storms and dangerous weather, while others use their Rate and overcharge +2 Spirit Points.
connection to the animal kingdom to befriend powerful 90% Perfect Health
woodland beasts to become their companions. • Immune to disease and poison. Add your
Rarer still are the Druids who take on the very form Intellect Attribute Bonus to your Hit Points.
of beasts themselves, and use this brutal strength to 99% Font of Life
fight enemies of nature. • Regenerate 1 Hit Point per hour.
As mercurial as the weather, Druid’s vary greatly,
from wise, solitary forest dwellers to avenging avatars
of nature. One thing they have in common is a dislike Health, Armour & Shields
for civilisation, especially large cities that pave over the • +4 HP at 70%, 90% & 99% Druidry skill.
natural environment.
Druids are known to sabotage large industrial
• Can only wear Light armour.
operations such as mines and logging communities, if
they show a blatant disregard for the environment.
• Can use wooden shields up to Large in Size.
Gladiator Warrior
Skills & Stats Add 25 points to each
Background Events 3
Contact Type Criminal or Military
Starting Money 250sp
Equipment Starting Kit
Inheritor Rogue
Skills & Stats Add 25 points to each
Background Events 3
Contact Type Any
Starting Money 1000sp
Equipment Starting Kit
Reasonable Quality Clothes
Knight Warrior
Skills & Stats Add 25 points to each
Background Events 2
Contact Type Military or Political
Starting Money 200sp
Equipment Starting Kit, Leather Jacket
Background Events 1
Contact Type Nomadic or Spiritual
Starting Money 50sp
Equipment Starting Kit
Mystic Magic
Skills & Stats Add 25 points to each
Background Events 3
Contact Type Nomadic or Spiritual
Starting Money 50sp
Equipment Starting Kit, Tarot Cards
Phalanx Warrior
Skills & Stats Add 25 points to each
Professional Skills Common Skills
Shields Athletics
Melee First Aid
Firearms or Thrown Wpns Intimidate
Knowledge (Warfare) Insight
Unarmed Resistance Skills
Pick 2 Non-Restricted Skills Endurance & Resolve
Background Events 2
Contact Type Military or Law Enforcement
Starting Money 200sp
Equipment Starting Kit
Shield worth up to 150sp
Priest Magic
Skills & Stats Add 25 points to each
Background Events 1
Contact Type Spiritual or Political
Starting Money 100sp
Equipment Starting Kit
Ranger Rogue
Skills & Stats Add 25 points to each
Professional Skills Common Skills
Survival Athletics
Firearms or Archery First Aid
Animal Training Perception
Knowledge (Nature) Stealth
Track Resistance Skills
Pick 3 Non-Restricted Skills Endurance & Evade
Background Events 3
Contact Type Military or Nomadic
Starting Money 150sp
Equipment Starting Kit + a Hunting bow
or Coat Pistol
Choose one special ability
Marksman +1 Result, Critical Range & Damage to
ranged weapons.
Stalker Gain a +5% result bonus to the Stealth
Trained to operate in the wilderness, Rangers make skill, and gain 1 free Stealth
excellent bounty hunters and survivalists. manoeuvre.
They are experts in ranged combat, specialising Studied Learning abilities cost reduced by 1
with either bows or firearms which they use with Accolade, or 100cr & 1 day of time.
deadly precision. Bows are often chosen for the silent
approach, while firearms are the best option for dealing Advancement
more damage in a shorter period of time, but obviously Primary Profession Skill Perception
with more risk. Skill Free Talent
While they typically operate alone, they can see the
70% Hunter Training
value in a loyal animal companion, and many choose • Either you or your pet gain +2 Result, Critical Range
to focus their time on training up a pet, which can & Damage to one combat skill.
become a fearsome combatant in its own right. These
90% Deadly Duo
individuals are well-studied, optimising their time to
• Either make a 2nd ranged attack or your pet
better grow their abilities and their relationship with
can make an extra attack during your action, or
their pet.
reload a weapon (pet excluded).
Although Rangers are fiercely independent, some are
known to serve with military forces in regions where 99% Unerring Strike
those familiar with the harsh conditions are in demand. • On a critical success with a ranged attack,
They operate as scouts, able to stealthily move in you or your pet’s next attack is automatically a
and observe enemy positions, and pick off stragglers critical. This ability only triggers once per round.
should the opportunity present itself.
Ideally suited to life in the wilderness, Rangers feel Health, Armour & Shields
out of place in urban environments. Certainly, those • Ranger & their Pet (if any) gain +5 HP at 70%,
with large pets such as wolves or bears often have 90% & 99% of the Perception skill.
trouble entering cities. • Can only wear Light armour. Pet can wear
Medium armour at 70% Endurance, and Heavy
armour at 90% Endurance.
• Cannot use Shields.
Savage Warrior
Skills & Stats Add 25 points to each
Background Events 4
Contact Type Military or Nomadic
Starting Money 150sp
Equipment Starting Kit
1 weapon worth up to 100sp
Raised on the frontier, far from civilisation, savages Vanquisher Two-handed melee weapons gain +2
are taught how to fight and survive in places where result bonus, Critical Range & damage.
others fear to tread, and only the fittest and strongest Devastator Gain the Duel Wielding Rogue talent for
survive. free.
Savages are accustomed to operating on their own
in an unforgiving world, relying on sheer strength to
Advancement
overcome their enemies, and tame the wilderness in Primary Profession Skill Melee
which they live. Skill Free Talent
For some, the challenges of this existence steels 70% Great Leap
their resolve, while others learn from experience • Gain +2 Natural Armour.
that the only way to ensure victory is to become the • On your turn, spend 1 Spirit and move 3 or
hardest, most terrifying warrior possible. more squares towards a target, flying through
These savages often dominate locals and use them the air using the remainder of your Movement.
to wage brutal wars to expand their empire, to exert Deal 1d4 Internal damage in 1sq radius at the
control ever outwards. Face to face in combat with one landing point.
of these savages is an experience one is not likely to 90% Relentless
forget, even if they manage to survive. • Make a 2nd melee attack during your action.
Others still become masters of melee combat, able
99% Epic Rage
to tear through the ranks of their foes in short order to
• Battle Rage now grants +3 DM & Overheal +8
end fights before they get out of hand.
HP
No matter on their approach to survival, all savages
have cultivated their rage to drive them harder and Health, Armour & Shields
further than anyone else they’d face in battle.
• +7 HP at 70%, 90% & 99% Melee skill.
All of this means they’re unsuited for city life, though
one cannot underestimate their ability to adapt.
• Can wear Medium armour at 70% Endurance.
Special Bonus
• Savages gain the Battle Rage talent for free. • Can use all Shields.
Shaman Magic
Skills & Stats Add 25 points to each
Soldier Warrior
Skills & Stats Add 25 points to each
Background Events 2
Contact Type Military or Nomadic
Starting Money 300sp
Equipment Starting Kit
Sorcerer Magic
Skills & Stats Add 25 points to each
Background Events 2
Contact Type Academic or Nomadic
Starting Money 100sp
Equipment Starting Kit
Swashbuckler Rogue
Skills & Stats Add 25 points to each
Background Events 3
Contact Type Criminal or Nomadic
Starting Money 200sp
Equipment Starting Kit
Thief Rogue
Skills & Stats Add 25 points to each
Background Events 4
Contact Type Criminal or Law Enforcement
Starting Money 100sp
Equipment Starting Kit, Standard
Thieves Toolkit
Wizard Magic
Skills & Stats Add 25 points to each
Background Events 1
Contact Type Academic or Nomadic
Starting Money 100sp
Equipment Starting Kit, Spellbook
Celestial Celestrel & Celestials 99 Framed Lose 1 Contact, and its bonus
Draconic Dragons
00 Unlucky Lose 1 Luck Point
Escar Escardi
Infernal Daemon & Infernals
High Elven Highborn Elf
Saeridish Saerid
Woodland Nymph & other Fey
Contacts Mercantile
Traders and merchants, contacts of this area know the
During the course of your formative years, you have
encountered many people who had a positive impact on your prices in cities and countries they deal with and are well-
education. Most move on to other things in life, but a few versed in the production of the goods they trade. If a crop is
stay in touch. These are your contacts, people from various going to fail or a gold mine has been uncovered, mercantile
walks of life who can provide you with information and a contacts are usually in the know and you’ve made good use
special bonus, but if you lose the contact for any reason, you of their tips to make you an expert at haggling for better
lose their other benefit as well. prices.
The types of contacts you are likely to gain depend Benefit: Get 10% more money for things you sell (Sell
on your upbringing and vocation. Work with your Game formula becomes 1/2 price + 10%).
Master to bring these people to life and add details of your
interactions to your background. Military
Direct contact with the military can be with anything
Academic from a common private, to a sergeant, all the way up to a
These contacts come from a scholarly background, general. They can also be from the navy, and such contacts
usually specialising in a particular field but having a great will have extensive knowledge of known enemies and areas
deal of knowledge on a variety of topics. Such people are of strategic importance. Having known such an individual
professors and teachers who are called upon by others in for a long time, they’ve taught you some improved combat
society to provide information where needed. This contact tactics.
has taught you how to think in more logical ways. In effect, Benefit: Gain +1 Damage Modifier
they have taught you how to learn.
Benefit: Gain +1 Accolade at the end of each game Nomadic
session. These contacts are well versed in the lore of travel. They
know the best routes to get to and from places of interest,
Craft including shortcuts to expedite travel, and having travelled
A crafting contact knows how to acquire materials at low with this contact for a few years, their frontier lifestyle
prices, acquire customers and has a degree of influence has toughened you up a little too. They know how to avoid
in the more industrial areas of society to help grease the dangerous areas and understand the risks of travelling a
wheels of industry. certain route.
Benefit: Pay 10% less for any crafting materials (iron, Benefit: Gain +1 Hit Points and Movement.
wood, steel, all components for inventions etc.)
Political
Criminal Political contacts provide information regarding
Contacts of this area come from the darker side of governmental affairs, and the lesser known daily events in
society. Whether it is a thief, a thug, a beggar or a lady of the political families. They might be members of a local council,
night, these people have intimate knowledge of the streets, and in feudal societies they could be minor nobles such as
where to find or fence illicit goods, and the best ways to knights or barons, or even go all the way up to the Duke of
avoid running afoul of the law. other high–ranking member of society such as a Governor.
Benefit: Gain +5% to stealth skill results. They’ve taught you a thing or two about making things go
your way, even when events seem to be conspiring against
you.
Law Enforcement Benefit: Gain +1 Luck Point.
Members of this field are typically involved with enforcing
the law on the streets of a city or town, either directly or
indirectly. It can be a watchman of the street, a divisional Spiritual
sergeant, a captain of the guard or a justice of the peace These contacts are typically members of a church,
who has taught you to be vigilant in dangerous situations. or simply a spiritual individual or philosopher. They have
They also have great knowledge on current criminal activity access not only to ancient religious lore, but contacts within
and who might be responsible for it. society who call upon their services. Their teachings have
Benefit: Your Initiative Bonus is increased by +2. taught you a great deal of wisdom and patience.
Benefit: Gain +1 Spirit Point.
Philosophy Benevolent
Caring for others and doing what’s right is at the centre
The guiding beliefs of your character are an important
part of Sabre. Philosophy binds all of the skills, talents and of this philosophy, and it doesn’t really matter how this
abilities you have gained with a motivation. Philosophy is achieved, so long as nobody gets hurt along the way.
represents the aspirations of your character, what they strive Characters of this philosophy go out of their way to help
to become and a guide for how they will react to any given others and are willing to go it alone if that’s what it takes.
situation in the game.
Pick one philosophy for your character from the list
Dominating
Everyone is out to control everyone else, and if you
below. It’s a reminder of what your character believes in,
don’t want to be a puppet, you need to become the puppet
not a chain around their neck. Choose something that fits
master. Characters of this philosophy seek to exert control
the personality of your character, as outlined in your initial
over themselves and others, and have trouble listening to
sketch. A noble knight more concerned for those around him
advice. They are not averse to undermining others to reduce
than his own safety would be Selfless. A wizard seeking to
their influence in the character’s life.
gain power for himself might be Manipulative or Dominating,
and a brave frontiersman would be Independent. I think you Independent
get the idea! The independent-minded individual values freedom above
Sabre is a game of heroic adventure, but this doesn’t all things, both for themselves and others. They don’t give
mean all characters have to be white knights. Still, the more orders to anyone, nor do they like taking orders. They are
amoral a character’s philosophy, the less likely they are to self-made people, who look to themselves or people they
play nice with others in the group, so unless your Game respect to get things done. Characters of this philosophy
Master has this in mind, it’s best to choose philosophies feel constricted in more structured environments.
that will work with others.
Malevolent
Changing Philosophy Fear is the only controlling factor in life. The strong
A player can choose to have their philosophy change over succeed and the weak fail and die. Characters of this
the course of time, depending on events that take place philosophy use violence to resolve their problems where
during the game. It’s purely a roleplaying exercise arranged possible and gain pleasure from destroying their enemies.
between the player and GM, to enhance the journey of their
character. Manipulative
However, players who suddenly act completely out of A manipulative character seeks to control events around
step with their character’s beliefs (especially on a regular them with subtle methods and believe that everyone else
basis) may be punished by the Game Master, who can is also acting this way. Characters of this philosophy will
withhold Accolades for essentially bad role-play. allow others to think they’re doing things their way, while
attempting to alter events and decisions to meet their own
Ambivalent needs without anyone realising it.
Characters of this philosophy have no strong beliefs and
tend to go through life meeting their needs without clashing
Selfish
Everything revolves around you and if it doesn’t, you make
with other people where possible. They might have once
efforts to try and change things so they do. Characters
believed something greater, but through pain and loss they
of this philosophy seek to satisfy their needs and desires,
have come to this state of ambivalence. They tend to look
whether it is a desire for power, attention, money or love.
upon other characters with other philosophies as meddlers,
zealots or proselytizers. At lower levels of Intellect, this Selfless
alignment applies to animals and other instinctive creatures. Selfless characters want the best for those around them
and have a strong belief in the inherent decency of people
Anarchic and the positive benefits of society. Characters of this
Order and structure is a myth, and it’s best to embrace philosophy rarely hesitate to sacrifice their own gains if it
the random nature of life. People of an anarchic bent disdain would harm or oppress innocents.
being told what to do, and actively go out of their way to
challenge the beliefs of the institutions of government and Structured
those who think it has any place in the lives of everyday Life makes more sense when there is a clear plan. An
people. Characters of this philosophy loathe being part of organised approach to all things is the best way to deal with
a structured group, and sometimes actively seek to disrupt challenges regardless of whether it involves giving orders or
and undermine leadership positions. taking them. Characters of this philosophy tend to feel lost
without structure and order in their lives.
PART 1: CHARACTER CREATION 47
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS
Group Rolls
When dealing with large groups of characters and
Common Skills
Every creature in the game has a list of commonly
creatures, a Game Master can make skill rolls that affect available skills, representing a pool of basic abilities learned
the entire group instead of the usual individual skill checks. over the course of their life. This includes everyday things
Making a morale check, or determining the outcome of fifty such as running, hiding or spotting hidden things.
archers shooting at the same time are good examples of Common skills are determined by doubling the skill’s
this. Attribute number. The result of this calculation is the basic
There are two ways to apply this method: skill level for a given skill, before any additional points are
• Make a skill roll based on the skill of one average added during the course of their background.
individual. Success or failure for the entire group is bound to The table below lists all of the Common Skills and the
this roll. Attribute associated with each. Once basic skill percentage
• Make a skill roll and determine how many in the group scores are derived, they might be increased by a character’s
are above and below this number to determine individual chosen Profession, and through rigorous effort over the
successes. course of an adventure. Skills will rise quickly at low level,
For example, if ten archers have Archery skills ranging and become difficult to increase as they rise towards 99%.
from 40% to 80%, and your dice roll is 55%, those below your
roll fail and those above succeed. It’s a little more complex
but gives a more realistic result.
Common Skills
Skill Base Percentage
Proportional Skill Success Athletics Constitution x2
For very large groups of characters, there is another
Deceit Charisma x2
shorthand method to determine the outcome of a single
task. This method works best if the creatures in question First Aid Agility x2
have the same skill, which, for large groups of NPC’s, is Influence Charisma x2
typically the case. Insight Intellect x2
• Take the skill level of the skill in question and consider
Intimidate Strength x2
that to be the outcome of the check. For example, if one
hundred archers are shooting and the archery skill for Perception Intellect x2
each of them is 67%, then consider 67% of them to have Stealth Agility x2
successfully hit their targets.
For checks such as this, where a damage result is Athletics
required, just roll damage for one of them and multiply it The Athletics skill represents physical activity involving
by the number of successes. Consider them all separate climbing, jumping, running or swimming. Encumbrance
attacks, of course. impedes these activities, so if the character is burdened or
wearing at least one piece of heavy armour, penalties will be
Skills Above 99% applied to the result. Check out the Movement section for
Skills cannot be taken above 99% through learning alone. more details.
There are abilities in Sabre which grant a small bonus to a
skill result, such as +2% or +5%. These still apply to skills Climbing
that have reached 99%, effectively giving a character a skill A character can climb trees, walls and other surfaces so
check result above 100%. long as there are hand-holds.
• If unburdened, they climb at half their normal
movement.
• If burdened, they move at a quarter of their normal
movement.
• If heavily burdened or above, they cannot make the
climb.
Jumping
With a successful Athletics roll, a character can jump
up to twice their own height horizontally, provided they
have space to run-up of at least five squares. They can also
perform a vertical jump up to half their own height.
Running Influence
As your Athletics skill advances, you’ll gain a passive This skill covers a wide range of activities, from placating
bonus to your Movement. At each step of 70% skill, 90% and an individual who is angry with you, to convincing an
99% skill, you gain +1 Movement for a total of +3. official to look the other way. At its heart, Influence allows a
character to improve the way others think of them.
Swim An Influence skill check is usually opposed by the
Swimming in calm waters doesn’t require a skill check, Resolve skill, but in some cases the Influence skill itself
but if conditions are less than ideal (such as strong currents, can be used, if someone else is attempting to Influence the
waves etc) an Athletics check is required. The character’s character or situation. Difficulty levels can be imposed on
base speed for swimming is half their standard movement the roll if the character is beloved or abhorred, or whether
rate, but swimming in rough seas or against a powerful the individual they are attempting to Influence is resistant to
current will decrease this further. such manipulation.
It should also be noted that swimming while wearing
medium or heavy armour imposes a -40% penalty to the Insight
skill. Insight as a measure of a character’s intuition, their
ability to pick up body language and subtle cues to
Deceit understand hidden motives and outright lies. Exact details
This skill covers any attempt to bluff or lie to others, of lies aren’t given no matter the result, and anything
including things like cheating at games of chance and any short of a critical success still leaves the character with a
situation where a character is attempting to hide their true lingering doubt, since we’re dealing with pure gut instinct
motives. Deceit checks are opposed by the Insight skill, here.
and can be used to conceal their intentions from those who An Insight skill check is typically opposed by the target’s
attempt to discern if they are lying. Deceit skill, but is often employed on unopposed checks
to test their intuition, and can even be used to check the
First Aid character’s memory for specific events.
This is a useful skill allowing a character to treat minor
injuries and stabilise bleeding. It is possible for a character Intimidate
to use First Aid on themselves, although this will incur a The Intimidate skill represents efforts to bully or coerce
-20% penalty to the skill. another character with threatening words and posture, and
Applying First Aid to the patient takes 1 minute, during the stronger you are, the more threatening your appearance.
which time neither the patient nor the treating character It is typically opposed by the Resolve skill.
can take any other action. Major Wounds and bleeding are Success with this skill causes the subject to be afraid of
temporarily stabilised during this time until the results of the the character for a minute, during which time they are likely
check are learned. to say anything to avoid further irritating the character who
• On a successful check, the subject is healed for 1 Hit is intimidating them.
Point of damage.
• At 70% skill, subjects are instead healed for 2 Hit Points Perception
of damage. This increases to 3 HP at 90% skill, and 4 HP at Perception represents the ability of the character to
99% First Aid skill. hear, see or even smell the world around them. It is one of
First Aid can only be successfully used on a creature the most used skills in the game, usually rolled against to
that has been wounded, and cannot be used on them again highlight important details such as secret doors or hidden
unless they take another wound. enemies. Conditions such as fog, rain, snow or darkness
Finally, First Aid requires the use of bandages, which can may affect the difficulty of the skill check according to
be bought, or a character can destroy an article of clothing which senses are used in the check.
to make some.
Stealth The result bonus applied to the Evade skill from your
This skill is used when attempting to evade detection by Agility Attribute Bonus and other skills and talents isn’t
moving without making a sound, or making use of shadows applied at all if you’re wearing Medium or Heavy armour
or other forms of cover to avoid direct line of sight with due to the bulkiness and weight of this level of protection,
those who would notice you. It’s useful when escaping a but for those in light or no armour, this skill can be the
dangerous situation, or approaching a foe undetected to difference between life and death.
deliver a deadly attack that cannot be defended against.
So long as you keep out of direct sight, make use of the Resolve
terrain and move at half your normal speed, you can remain Resolve is the skill used to test a character’s mental
hidden from view. Stealth checks are opposed by Perception resilience against fear, invasive mental powers, intimidation
from those seeking to find them. and other mind-based effects. Advancing this skill increases
the character’s Spirit Points as well:
Resistance Skills • Add your Intellect Attribute Bonus to your Spirit Points
In addition to Common Skills, all characters have again at 70%, 90% and 99% Resolve skill. If the Attribute
Resistance skills, which are used to determine the results of Bonus itself ever increases or decreases, that will affect this
various forms of attack, such as using Endurance to resist result as well.
the effects of poison, Evade to avoid an arrow being shot
at you, and Resolve to steel your mind against a mental
assault.
Endurance
This skill represents not just a character’s health, but their
ability to withstand physical exertion and assault. It’s a vital
component for wearing medium and heavy armour, which
require a high degree of fitness.
• As this skill passes 70%, it allows certain professions to
wear heavier armour types. Check individual professions for
more information.
• This skill dictates the kind of backpack you can wear.
The higher the skill, the better the pack. See the Tools, Gear
& Backpacks section for more details.
• A character’s Heal Rate is increased by +2 at 70%, 90%
and 99% skill levels, for a total bonus of +6.
Evade
Evade is one of the most important skills in combat, for
it is used to avoid incoming attacks of all kinds, such as
melee strikes from swords, unarmed punches, and helps you
position yourself when you see someone aiming at you with
a ranged weapon prior to their attack.
Evade will also be of use for avoiding traps, mitigating
the effects from area of effect (AoE) damage (such as
explosions or melee attacks that hit multiple opponents),
and functions as a measure of reflexes when quick reactions
are needed.
Craft Disguise
Whether a character is working with metal, wood, Transforming yourself or someone else’s appearance
ceramics or some other material, fashioning it into useful is the purview of the disguise skill. The aim is to make
items is the core of Crafting. Craft forms the basis of many the character appear to be someone else entirely, utilising
professions, one of which is chosen as a subcategory when materials such as wigs, make-up and prosthetics. When
the Craft skill is taken: combined with the use of the Perform skill, a character’s
transformation can be quite profound.
Craft Effect It takes an hour to apply the effects of this skill.
Blacksmithing The ability to forge toolkits, Tiny & Small
weapons and shields using 1 iron or steel Drive
and 2 hours per ENC. Can take talents to The drive skill covers the operation of land vehicles such
forge metal weapons and armour using as carts, wagons and carriages, as well as the knowledge of
this skill. road rules for a given civilisation. Basic use of such vehicles
Ceramics The ability to create objects out of clay. is automatic, and Drive rolls are only needed when a
Cooking The skill required to cook quality meals character needs to perform an extraordinary action such as:
that are beneficial to your health. • Drive off-road without becoming bogged.
• Maintain control while travelling above the vehicle’s
Glass maker Turn sand into glass and form it into
normal cruise speed.
cups, lanterns and other useful tools.
• Attempt to evade an attack while moving at least ½ the
Jeweller The ability to fabricate jewellery and ID vehicle’s cruise speed.
the value of gems on an unopposed skill • Maintain control if being rammed by another vehicle.
check. • If a driver is trying to outrun another driver, the opposing
Leatherworking The knowledge of how to skin and driver can use a Reaction with a drive skill check to maintain
cure animal hides, and create wearable pace, provided the vehicle’s speed is up to the challenge.
clothing & armour. If a character doesn’t have this skill and attempts to
Masonry The knowledge to cut stone to your drive anywhere but an open field or deserted bit of road,
requirements. drive checks may be required to avoid hitting other vehicles,
Tailoring How to make and repair clothing. obstacles, pedestrians etc.
Survival Characters with the Teach skill can also teach abilities
Surviving far from civilisation requires an understanding such as Talents, Manoeuvres, Inventions etc. to willing
of the environment, resourcefulness and tenacity. This students, costing the usual money/time requirement for
skill covers the ability to find shelter, start a fire and learning new abilities.
forage for food, including the most basic of snares to Player characters can offer to teach to others for free, of
catch small game. The character can make an unopposed course.
skill check to learn the general lay of the land, determine
weather conditions for the next few hours, and important Teaching Result Table
geographical information to help their survival chances, such Result Effect
as rivers, food sources etc. Critical Success Student gains the listed points +2
This skill can also be used to skin animals to obtain Success Student gains the listed skill points.
leather and raw ingredients to cook with, and to craft basic
Failure Student gains only 1 skill point.
warm clothing or use in other crafting tasks, and includes
the use of ropes, requiring a skill check to make a knot or Fumble Student fails to learn anything.
use in some other fashion. Animals yield leather and raw For 100 Silver pieces, a character can spend 8 hours to
ingredients, as noted on their entries in the Sabre Bestiary, attempt to learn skill points, based on their current level.
but if you don’t have that, just roll 1d6 for each.
Survival also allows you to make rudimentary wooden Skill Points Gained
weapons, as detailed here:
Student Skill Levels Skill Points Gained
Item Materials Time
01%-30% 7
10 Arrows 1 wood 2 hours
31%-40% 6
Hunting Bow 2 wood, 1 leather 4 hours
41%-50% 5
Hide Armour 6 Leather 8 hours
51%-60% 4
Short Spear 3 wood 2 hours
61%-70% 3
Club 1 wood 1 hour 71%-80% 2
Wooden Buckler 2 wood, 1 leather 4 hours 81%-90% 1
Small Backpack 4 leather 4 hours
Thrown Weapons
Thrown weapons are, for the most part, simple, primitive
Finally, Survival allows you to tie basic rope knots without weapons that deal damage upon contact with the enemy. In
needing a skill check. If you want to tie someone up, the GM combat, there are special Manoeuvres that can be applied
might ask you to make a Survival skill check to see if the using Spirit Points using this skill.
knot is strong enough to hold them, or if the knot is being
used to hold a heavy weight.
Track
Used by hunters of both man and beast, this skill allows
Teach a character to read signs in nature left by their quarry.
This skill allows the character to teach any of their known Whether it’s footprints, broken branches or a tiny piece of
Professional Skills to the recipient over the course of one torn clothing, the tracker is skilled in picking up on these
week, at a cost determined by the table in the Learning New small hints and using them to determine how long ago the
Skills section. It is not possible to effectively teach skills subject passed by that point.
without using this skill. A difficulty modifier can be imposed in poor conditions
The Teach skill also allows the character to impart tips or if the tracks are extremely old, and if the quarry is clever,
to any skill as noted on the table at right. A character can they can use the Conceal skill to force the tracker to make
spend 8 hours teaching their student on a skill they both opposed checks to successfully follow the trail.
share, so long as the student’s skill level is below 90%, and
the teacher’s own skill is higher than the student’s. These
hours need not be consecutive, and it costs 100sp.
When teaching someone a new skill, a character with the
Teach skill imparts an extra 10% of the skill being taught to
the student: i.e. If the teacher has 60% in ‘Drive’, the student
begins with their base attribute +6%.
Talents
Talents are passive bonuses the character gains over the Refunding Talents
course of time, allowing for unique abilities that cannot be Abilities such as Talents, Manoeuvres and Spells can be
gained through other means. Talents are usually acquired refunded if you don’t want them anymore, or if you’ve hit
with Accolades, and some talents require others be learned your limit and need the extra slot to learn something else.
first, but generally they can be taken whenever you have You can refund any of these abilities, even if they were
Accolades to do so, or can find a teacher to show you how learned from a teacher, for half their Accolade value
it’s done. as noted below. So if it’s a 90% talent, you can get 5
Talents with higher skill requirements are more expensive Accolades back.
to learn, but they yield greater rewards for the effort.
General Talents
Talents Requirement Brief Description
Booming Voice Intimidate (70%) Double the range of your Intimidate manoeuvres.
Bowyer Craft: Woodworking (50%) Create bows and ammunition.
Chef Craft: Cooking (70%) Increase Heal Rate bonus, max Hp and Spirit for the day.
Clever Traps Mechanisms (70%) Boost your trap damage as skill increases, disable magical traps.
Climber Athletics (90%) Can’t fall on a failed Athletics check, just climb ½ speed.
Combo Move Skill (70%) INT 12+ Use two manoeuvres at once with the same skill.
Commodities Commerce Gain knowledge of specific commodity types.
Conceal Stealth Hide objects using local terrain.
Craft Armour Craft: Blacksmithing (70%) Forge metal armour as skill increases.
Craft Weapons Craft: Blacksmithing (50%) Forge metal weapons of increasing size as skill increases.
Chrysalis Saerid, Endurance (90%) Grow larger, grow wings or armour, use larger weapons.
Expert Crafter Crafting (90%) You are able to make Masterwork items.
Expertise Any skill at 90% One skill gains +2 Critical Range.
Firm Resolve Resolve (70%) Resist fear and addiction.
Forager Herbalism skill When searching for herbs, success yields greater results.
Iron Liver Endurance (70%) Gain additional bonuses when drinking.
Logical Reasoning INT 16+ Add your Intellect Attribute bonus for Influence results.
Master Crafter Craft (99%) Chosen craft automatically a critical on success.
Master Forager Herbalism/Prospecting (90%) Slightly alter the result of your search to your favour.
Medic First Aid (50%) Gain +1 HP to successful First Aid results.
Miner Prospecting (50%) Find more of the common minerals when you search.
New Language INT 10+ Learn a new language.
Pack Leader Animal Training (70%) Maintain up to 5 Small Animal pets at once, they attack as one.
Pet Toughness Animal Training Your pet(s) become tougher as you do.
Poisons Herbalism (50%) Learn how to make poisons.
Renowned Performer Perform Increase income when using this skill to perform.
Researcher Knowledge Re-roll failed Knowledge skill check for one field of study.
Sharp Eyes Perception (70%) Become better at finding loot.
Shelter Commerce (50%) Pay half normal cost at inns for lodging, double Heal Rate.
Sharp Mind INT 16+ Use your Intellect Attribute to calculate Initiative.
Skill Focus Any skill (70%) Increase your Attribute bonus for a particular skill.
Tactical Focus Resolve (90%) Maintain an additional Concentration manoeuvre.
Thick Carapace Saerid, Endurance (70%) Gain Natural Armour as your Endurance increases.
Tireless Worker - Spend 12 hours/day building/crafting/Studying instead of 8.
Strong Draw
Your experience using a bow has strengthened your arms,
allowing you to deal more damage.
Prerequisite: Archery skill (90%)
Benefit: The damage dice size used by Bow class
weapons is increased by one step (1d4 to 1d6, 1d8 to 1d10
etc.). This increases to two dice sizes at 99% skill.
Strongarm
You put everything you have into your thrown weapon
attacks.
Prerequisite: Thrown weapons skill (90%)
Benefit: The damage dice size for thrown weapons you
use is increased by 1 step. This increases to two dice sizes
at 99% skill.
Vanquish
You have trained to maximise the armour penetration
capability of crossbows.
Prerequisite: Archery skill (99%)
Benefit: On a critical success with a crossbow, ignore half
the worn AP from armour on the target.
Blast Effect
Your Black Powder guns hit harder.
Prerequisite: Firearms skill (70%)
Benefit: Your Black Powder guns deal +2 damage and
gain the Impact trait. This increases to +3 damage at 90%
Firearms skill, and +4 damage at 99% skill.
Close Shot
Shoot Black Powder guns up close without fear of reprisal.
Prerequisite: Firearms skill (90%)
Benefit: Black Powder guns do not provoke attacks of
opportunity when used against adjacent targets.
Fusilier
You’ve trained to reload Black Powder guns.
Prerequisite: Firearms skill (50%)
Benefit: The loading time for Black Powder guns is
reduced by 1 round.
Braced Shot
Your ranged attacks hit harder, especially when you use
terrain to brace your shot.
Prerequisite: Any Ranged weapon skill
Benefit: Ranged weapons you wield deal +1 damage,
and while prone or from cover, this bonus is doubled.
PART 1: CHARACTER CREATION 73
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS
Force of Nature
Druidry You can summon powerful natural energies of a magnitude
greater than others.
Advanced Training Prerequisite: Druidry skill (99%), Tempest Sect
You are able to train stronger and stranger animals. Benefit: You can adjust the current weather state using
Prerequisite: Druidry skill (90%), Beastmaster Sect the Control Weather spell as many steps in either direction
Benefit: You can now also train Hedge Dragons, Storm as you wish, at a rate of 2 steps per turn. The radius of the
Crows, Fey cats, Borers & Giant Scorpions. Pets you train spell is doubled.
gain +3 damage and +3 Critical Range to their Unarmed
skill.
Invulnerable Companion
Your animal companion becomes extremely resilient.
Animal Bond Prerequisite: Druidry skill (99%), Beastmaster Sect
You create a close connection with your animal companion. Benefit: Your Bonded Pet gains +4 DR vs Auric Weapons,
Prerequisite: Druidry skill (70%), Beastmaster Sect and +8 DR vs Mundane Weapons. You are also able to train
Benefit: Your character creates a magical bond with a pet Dire Beasts, Basilisks, Phoenixes and Wyverns as pets.
obtained through the Animal Training skill. The bond takes
one minute to create, and costs you 1 Spirit Point from your
maximum: Rising Storm
• Its intelligence is increased to 10 and it can understand Rapidly cast small bursts of magical power.
the common tongue. Prerequisite: Druidry skill (90%), Tempest Sect
• It gains +2 to Natural Armour, Damage Modifier and Benefit: Every subsequent round where you cast a spell
Movement Rate. that deals Elemental damage at the same target adds +2
• The Bonded Pet doesn’t earn Accolades of its own, and damage to the result. This chain of bonus damage is broken
if you want to teach it any abilities, you’ll need to spend your if no damage is dealt, or you switch to a new target.
own Accolades.
• A Bonded Pet is considered to have the same Shifted Caster
philosophy as its owner. Your ability to command the forces of nature carries over to
Should you choose to bond with a new pet or remove the your new form.
bond from your current pet, it loses these benefits and can Prerequisite: Druidry skill (99%), Shapeshifter Sect
never be bonded with again. Should the Bonded Pet die, you Benefit: In addition to being able to cast any spells your
cannot bond with another pet for 7 days as you get over the new form has access to, you can also cast your own spells
loss of a creature you had effectively connected your soul while in animal form at twice the normal Spirit Point cost.
with. You regain any Spirit Points and Accolades lost when
bonding. The Beast Within
You are more at home being an animal than in your regular
Armoured Beast body.
You learn how to include your armour in the transformation Prerequisite: Druidry skill (70%), Shapeshifter Sect
process. Benefit: While in animal form, you gain +1 to your
Prerequisite: Druidry skill (90%), Shapeshifter Sect Damage Modifier, Movement and Natural Armour.
Benefit: AP from your worn armour is carried over to your
new form when you change shape. Use whichever figure is
higher – your AP or the creature’s form you take.
Dragon Blood
You exhibit signs of your draconic heritage.
Prerequisite: Sorcery Skill (70%), Draconic Bloodline
Benefit: You gain a number of benefits:
• Ignore the Burn damage trait.
• Gain +1 Natural Armour
• Your Unarmed damage dice size is increased by 1 step.
• Your Unarmed attack can deal Slash damage.
Undead Bond
You are able to connect with undead creatures and force
Wizardry
them to do your bidding.
Prerequisite: Sorcery Skill (70%), Undead Bloodline
Arcane Savant
Your knowledge of the arcane is far-reaching.
Benefit: You may spend an action to attempt to gain
Prerequisite: Wizardry Skill (90%), Librarian School
control of a skeleton or zombie (of any size). The target
Benefit: You can make a skill roll against your Wizardry
makes an opposed Resolve skill check versus your casting
skill to cover general knowledge pertaining to any other field
skill and if it fails, it comes under your control and follows
of magic.
your orders. You may have only one such creature under
your control at a time and if it has succeeded in its Resolve
check, can never fall under your influence. Bookworm
You have a voracious appetite for learning the intricacies
of magic.
Undead Body Prerequisite: Wizardry Skill (70%), Librarian School
Your physical form becomes that of undeath.
Benefit: The cost of learning new wizardry spells is
Prerequisite: Sorcery Skill (99%), Undead Bloodline
reduced by 1 Accolade, or 100sp and 1 day of learning time.
Benefit: You gain the Undead trait: You are unaffected
by fatigue, bleeding, pain, fear, Internal damage or being
rendered unconscious. Channel Magic
You are able to cast a spell through your companion.
Blood Hunger Prerequisite: Wizardry Skill (70%), Familiarist School
The sight of blood creates a powerful hunger in you. Benefit: While within 10 squares, you can have your
Prerequisite: Sorcery Skill (99%), Hemomancy Bloodline Bonded Pet or familiar deliver a spell with a range of ‘Touch’
Benefit: Add damage to all of your spells and attacks on your turn. The familiar touches the creature on your
equal to +1 for every point of bleeding on your target. If your behalf, provided nothing is preventing it from taking actions.
spell hits multiple targets, add all the bleed effects to the If the spell requires an attack roll, you use your magic skill
total (e.g. 3 targets with 2 bleed each grants +6 damage). on the roll as normal.
Duplicate Magic
You are able to duplicate any spell cast before you within
the last minute.
Prerequisite: Wizardry skill (99%), Librarian School
Benefit: If you can see and hear a creature when they
cast a spell from any field of magic, for the next minute,
you are able to cast that spell without adding your Wizardry
result bonus. You can only retain the ability to cast one spell
in this fashion at a time – if you want to recall a different
spell just cast, you forget the previous one.
Enhanced Bond
Your connection to your familiar is greatly enhanced.
Prerequisite: Wizardry skill (90%), Familiarist School
Benefit: The range on the telepathic link with your
familiar is increased to 1 kilometre (.6 miles). Your familiar
gains +2 Natural AP and +10 Hit Points.
Efficient Scribing
Your methods and practices for inscribing wizardry scrolls
is vastly improved.
Prerequisite: Wizardry skill (70%), Scrivener School
Benefit: The time and cost it takes for you to scribe
Wizardry spell scrolls is reduced by 50%.
Illusion Anchor
You have learned how to fix an illusion to an area, affecting
General Talents
anyone who approaches. Booming Voice
Prerequisite: Wizardry skill (99%), Illusionist School You’re not just intimidating, you’re loud.
Benefit: When you cast the Illusion spell, you can choose Prerequisite: Intimidate skill (70%)
to target a fixed point within range. Anyone entering a Benefit: The range of your Intimidate manoeuvres is
20-square radius of this point comes under its effect. doubled from the listed number for each manoeuvre.
Comrades in Arms
You watch over your allies to aid them when needed.
Prerequisite: Leadership skill (50%)
Benefit: When one of your allies within 20 squares of
you fails a skill check, you may spend a Reaction to make a
Leadership skill check. If successful, spend one of your Luck
Points to allow them to reroll that check.
Conceal
You’re specialised at concealing objects.
Prerequisite: Stealth Skill
Benefit: You can use a stealth skill check to attempt
to conceal objects or other stationary things (like bodies)
using local terrain. This could be leaves, branches, clutter in
alleyways etc. So long as there is some local terrain you can
place in front of the object, you can make it hard to spot.
Maximum Manoeuvres
You can know a number of Manoeuvres equal to your
Intellect Attribute.
Manoeuvres List
Acrobatics
Manoeuvre Skill % Brief Description
Acrobatic Charge 70% Charge at an opponent and hit other targets along the way.
Backflip 70% Become immune to opportunity attacks this round, enhances evade.
Free Running - Ignore movement penalties on difficult terrain.
Handspring - Stand from prone position using a Reaction at any time.
Tumble 90% Move through squares occupied by enemies.
Animal Training
Manoeuvre Skill % Brief Description
Challenge - Your pet growls a challenge to force a target to attack them.
Cunning Strike - Your pet attacks a target from behind to deal more damage.
Dash - Your pet’s Movement is increased for this round.
Eviscerate 70% Your pet severely damages its prey, causing it to bleed.
Harass - Your pet can annoy and harass its target.
Maul 90% Your pet focuses completely on deal extra damage with this attack.
Prowl 70% Your pet strikes from the shadows with devastating results.
Trample 99% Your pet can run over a prone target, or one half their size.
Archery
Manoeuvre Skill % Brief Description
Accurate Shot - Deal more damage and gain result bonus when you don’t move.
Arrow Stab 70% Use an arrow or bolt to stab an adjacent target if they try to move away.
Crippling Shot - Target is slowed down.
Distracting Shot 70% Target is dazed and off-balance.
Evasive Shot - Make a shot that doesn’t provoke an Opportunity Attack.
Multi-shot 99% Add an extra dice of damage to this shot with no result bonus.
Shadow Strike 90% Deal extra damage from stealth.
Athletics
Manoeuvre Skill % Brief Description
Heft - Increase your Maximum Lift score briefly.
Leap - Move a short distance, immune to opportunity attacks from origin point.
Power Swim - Go faster in water, reduce penalties for wearing armour while swimming.
Sprint - Briefly move faster on the battlefield.
General
Manoeuvre Skill % Brief Description
Blind Fighting Perception 90% Avoid some of the penalties of being blinded.
Fast Traps Mechanisms 70% Deploy traps faster.
First Strike Combat Skill 70% Draw any weapon and attack in the same action.
Quick Spot Perception 70% Quickly attempt to spot a hidden target.
Firearms
Manoeuvre Skill % Brief Description
Aimed Shot - Gain result bonus when you don’t move.
Headshot 99% This attack can stun the target and cause bleed.
Opening Salvo 70% Target is off-balance, unable to defend against the next attack.
Point Blank Shot 90% Shot ignores half of adjacent target’s AP.
Stock Slam - Smash your firearm into your enemy.
Intimidate
Manoeuvre Skill % Brief Description
Dominating Shout - Turn your enemy’s legs to jelly and keep them in place.
Imposing Aura 90% Enemies deal less damage when attacking you.
Roar - Enemies within range are frightened or even terrified of you.
Taunt - Force your enemy to attack you.
War Cry 70% Enemies lose their nerve and take damage from your shout.
Leadership
Manoeuvre Skill % Brief Description
Assault Formation - Allies in range deal more damage.
Courage Under Fire 70% Help allies in range to resist conditions and effects.
Defensive Formation - Allies in range gain a bonus to their defensive skills.
Forced March 70% Increase the movement of your allies in range.
Order of Battle 90% Rearrange the order of the party’s initiative.
Rally 70% Your allies don’t use Spirit Points this round.
Reposition 90% Target ally is immune to Opportunity attacks during their turn.
War Leader 99% Grant an ally within range an additional action.
Warning Shout 70% Target ally gains an extra Reaction this round.
Melee
Manoeuvre Skill % Brief Description
Backstab - Attacking with a piercing weapon from behind deals a lot of damage.
Bash - Bludgeon weapon dazes target and can cause more damage.
Charge - Charge across the battlefield to deal extra damage to the target.
Cleave 70% Slashing attack can hit multiple targets.
Deflect - Enhance your Parry or Shield Block strength.
Feint 70% Trick opponent into failing defence of single-handed weapon.
Impair Armour 90% Briefly negate half the AP gained from worn armour on your target.
Improved Disarm 90% Throw your opponent’s weapon further away, improve your chance for success.
Lacerate - Slashing attack causes bleeding and extra damage.
Lunge - Piercing weapon gains Reach and deals extra damage.
Riposte 70% On a successful Parry, make instant melee attack without result bonus.
Slayer 99% Attack deals maximum damage.
Sunder 70% Bludgeoning attack can break weapons.
Resistances
Manoeuvre Skill % Brief Description
Dervish Evade - Gain a result bonus to Evade checks.
Evasive Attack Evade 70% On a successful Evade, make instant attack without result bonus.
Mind over Matter Resolve - Reduce incoming damage through force of will.
Narrow Escape Evade - Reduce incoming damage through quick reflexes.
Nerves of Steel Resolve - Gain a result bonus when resisting mental effects.
Second Wind Endurance 70% While in combat, take a moment to heal a couple of Hit Points.
Tower of Will Resolve 70% Ignore any mind-related effects & conditions.
Toughness Endurance 70% Gain Natural Armour.
Seduction
Manoeuvre Skill % Brief Description
Bedroom Eyes 70% Your alluring gaze causes the target to lose concentration.
Distracting Pose 70% Distract the target to prevent them from defending against attack.
Groin Strike - Distracted adjacent target takes a hit to their happy place.
Kiss of Death 99% Kiss your target to distract them from you hidden weapon.
Passionate Stare - Adjacent target gains penalties while you gaze into their soul.
Raw Sexuality 90% Unleash unbridled lust on unsuspecting targets.
Stealth
Manoeuvre Skill % Brief Description
Distract - As a Reaction, cause target to look away.
Fast & Quiet 70% Move faster without breaking stealth.
Soft Step - Move more quietly in stealth.
Vanish 70% Use cover to disappear on the battlefield.
Thrown Weapons
Manoeuvre Skill % Brief Description
Charging Throw - Get a run-up and throw that thing.
Hurl - Deal extra damage with your thrown weapon.
Skewer 90% Once the thrown weapon hits, leave it in for fun effects.
Quiet Throw 70% Throw a weapon without betraying your position.
Unarmed
Manoeuvre Skill % Brief Description
Body Slam 70% Grab your opponent and throw them to the ground.
Bloodstrike 70% A hit on a vulnerable spot designed to draw blood.
Combat Stance - Choose a stance from several options to gain combat benefits.
Dragon Strike - A powerful attack that provides accuracy and extra damage.
Flying Kick 90% A powerful charge ending in a kick.
Flying Tackle - Charge across the battlefield to tackle your enemy.
Joint Lock 70% Lock an opponent’s joint to restrain them, can throw to the ground.
Misdirect - Prevent your opponent from defending your attack.
Roundhouse Kick 70% Heavy damaging attack, adds Reach, can daze and stun.
Smash Barrier - Attack a wall, door or other object with a damage bonus.
Whirlwind Attack 70% Unarmed attack can hit multiple targets.
Advancement
70%: Also scale a wall up to twice your height without
affecting Movement.
90%: Take no damage or lose Movement from dropping up
to 6 metres/yards.
99%: This manoeuvre costs no Spirit to use.
Dash Prowl
Used With: Movement + Pet’s Athletics. Used With: Action + Pet’s Stealth
Trainer’s Skill: Animal Training. Pets only. Trainer’s Skill: Animal Training at 70%. Pets only.
Duration: Instant Duration: Instant
Resist: - Resist: Perception
Your pet gains +2 Movement this round. Use this manoeuvre when attacking an unsuspecting
target out of combat. The first attack from stealth deals +3
Advancement damage.
70%: The Movement bonus is increased to +4.
90%: The Movement bonus is increased to +6 Advancement
99%: The Movement bonus is increased to +8. 90%: Damage is increased to +6.
99%: Damage is increased to +9.
Eviscerate
Used With: Action + Pet’s Unarmed
Trample
Trainer’s Skill: Animal Training at 70%. Pets only.
Used With: Action + Pet’s Unarmed
Duration: Instant
Trainer’s Skill: Animal Training at 99%. Pets only.
Resist: -
Duration: Instant
Pet’s Unarmed attack deals +1 damage and if the target Resist: -
is damaged, they gain the bleed condition.
Your pet must be at least 3 squares away from the target
Advancement to use this manoeuvre.
90%: The damage bonus is increased to +2. You cannot move before or after this attack and must
99%: The damage bonus is increased to +3 and they gain travel in a straight line to the target.
the bleed condition twice. Travel twice your pet’s Movement, travelling through the
square of a prone target, or one that is no more than half
Harass your pet’s size. If they do not evade the attack, they take
Used With: Action + Pet’s Intimidate the pet’s Damage Modifier as Internal damage. The pet is
Trainer’s Skill: Animal Training. Pets only. subject to Opportunity attacks on the way to the target.
Duration: Instant Advancement
Resist: Resolve None
The pet impairs the ability of an adjacent target to defend
itself and attack. An adjacent target that fails to resist this
effect is reduced to 1 Movement for 1 round.
Advancement
70%: The target also needs to spend twice as many Spirit
Points to use magic or manoeuvres.
90%: The target loses its result bonus on resistance skill
checks.
99%: The target loses an action.
PART 1: CHARACTER CREATION 97
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS
Athletics General
Heft Blind Fighting
Used With: Reaction Used With: Reaction
Skill: Athletics Skill: Perception at 90%
Duration: 1 round Duration: Concentration (1 minute)
Resist: - Resist: -
Maximum Lift score is increased by 5kg/10lb. While you have the Blind condition, or when fighting an
Advancement invisible target, you are able to defend yourself or attack
70%: Your Maximum Lift score is increased by 10kg/20lb. with no result bonus applied to those rolls.
90%: Your Maximum Lift score is increased by 15kg/30lb. Advancement
99%: Your Maximum Lift score is increased by 20kg/40lb. -
Rally Backstab
Used With: Action Used With: Action
Skill: Leadership at 70% Skill: Melee. Light or No Armour only.
Duration: 1 round Duration: Instant
Resist: - Resist: -
Allies in combat within 10 squares don’t use Spirit Points While in Light or no armour, your Small Pierce weapon
when using manoeuvres on their turn. deals +3 damage if the attack is from behind the target.
Undead and Constructs are immune to this effect.
Advancement
90%: Allies also ignore the effects of the fatigued or Advancement
nauseated conditions. 70%: The bonus is increased to +6.
99%: Allies also gain +1 Spirit Point, cannot go above their 90%: The bonus is increased to +9.
maximum. 99%: The bonus is increased to +12.
Bash Deflect
Used With: Action Used With: Reaction
Skill: Melee Skill: Melee or Shields
Duration: Instant Duration: Instant
Resist: - Resist: -
Your Bludgeon attack deals +1 damage and, if damaged, Gain a +5% result bonus when you Parry or Block an
the target is dazed for 1 round. attack.
Advancement Advancement
70%: The damage is increased by +2. 70%: The bonus is increased to +10%.
90%: The damage is increased to +3. 90%: The bonus is increased to +15%.
99%: The damage is increased to +4, and the target is 99%: The bonus is increased to +20%.
Stunned for 1 round.
Feint
Charge Used With: Action
Used With: Action Skill: Melee (70%)
Skill: Melee Duration: Instant
Duration: Instant Resist: -
Resist: -
If your target fails an opposed Insight check, they cannot
• You must be at least 3 squares away from your target to defend against your single-handed weapon attack. This
use this manoeuvre. You cannot move before or after this attack doesn’t gain its Result Bonus.
attack and must travel directly to the target.
• Travel twice your Movement, then attack the target with Advancement
a +5% result bonus & +2 damage. 90%: This attack can apply half its Result Bonus.
• You are subject to Opportunity attacks on the way to the
target. Impair Armour
This manoeuvre can also be used while riding a mount. Used With: Action
Skill: Melee (90%)
Advancement
Duration: Instant
70%: The damage bonus is increased to +3.
90%: The damage bonus is increased to +4. Resist: -
99%: The damage bonus is increased to +5. This attack deals no damage, but if it isn’t resisted, part
of the target’s worn armour is wrenched slightly away from
Cleave their body.
• You cannot apply any result bonus to this attempt.
Used With: Action
• The target’s Worn AP is halved.
Skill: Melee at 70%
They must use an Action to secure it and regain the full
Duration: Instant benefit.
Resist: -
Advancement
Your Slashing weapon attack also hits a target adjacent None
to your primary target, provided it is within your weapon
reach.
Advancement
90%: You can attack 3 targets adjacent to each other.
99%: You can attack all targets within your reach.
Advancement
90%: Reduce incoming damage by 3 Hit Points. Seduction
99%: Reduce incoming damage by 4 Hit Points and ignore
the slowed condition. Bedroom Eyes
Used With: Reaction
Nerves of Steel Skill: Seduction at 70%
Used With: Reaction Duration: Instant
Skill: Resolve Resist: Resolve
Duration: Instant Your smouldering gaze rattles your opponents. Target
Resist: - of opposite sex* within 5sq has one of their concentration
effects end. You can’t add your result bonus to this effect.
When resisting any effect that requires a Resolve check, * Subject to GM’s call.
your Resolve skill result is increased by +5%.
Advancement
Advancement 90%: Add your result bonus to this manoeuvre.
70%: The bonus is increased to +8%. 99%: The target can’t use abilities requiring concentration
90%: The bonus is increased to +10%. on their next round
99%: The bonus is increased to +12%.
PART 1: CHARACTER CREATION 105
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS
Advancement
70%: The grappled target also takes 1d4 Internal damage.
Smash Barrier
90%: The target becomes pinned instead of restrained. Used With: Action
99%: Only half of the target’s result bonus can apply to Skill: Unarmed
defending this attack. Duration: Instant
Resist: -
Joint Lock Use your Unarmed attack against a door, lock, chest, or
Used With: Action some other small object (or even a thin wall!) Deal x2 your
Skill: Unarmed at 70% Damage Modifier for this attack.
Duration: Concentration (1 round) Advancement
Resist: Evade or Unarmed 70%: Add +2 damage to this attack.
On a failed opposed resistance check, a target no more 90%: Add a total of +4 damage to this attack.
than twice your size becomes prone, taking 1d4 Internal 99%: Instead of doubling your Damage Modifier, double all
damage in the process and they are restrained while of your damage.
concentration is maintained. They can use their action every
round to attempt to break free. Whirlwind Attack
Used With: Action
Advancement Skill: Unarmed at 70%
90%: The damage increases to 1d4+2 damage.
Duration: Instant
99%: The damage increases to 1d4+4 damage.
Resist: -
Misdirect Your Unarmed attack also hits a target adjacent to your
Used With: Action primary target, provided it is within your reach.
Skill: Unarmed. Advancement
Duration: Instant 90%: Choose to attack all targets within your reach, but
Resist: Insight don’t apply your Result Bonus.
If your target fails an opposed Insight check, they cannot 99%: Choose to attack all targets within your reach,
defend against your Unarmed attack. This attack doesn’t applying your Result bonus.
gain its Result Bonus.
Advancement
90%: This attack can apply half its Result Bonus.
Equipment
Adventurers need equipment to ply their trade and this
chapter covers all of the mundane equipment available for
purchase, as well as the currency system used to determine
item value.
Currency
The standard currency for Sabre consists of the Copper
Jack, Silver Noble and Gold Sovereign. These are flavourful
names referred to by people in-game, though the standard
of Copper Piece (CP), Silver Piece (SP) and Gold Piece (GP)
is the official way these coins are noted.
Gold Sovereigns are rare, used mostly by merchants
and the nobility who would otherwise be carrying around
bags full of silver. Copper Jacks are predominately used
by common folk in their daily lives, purchasing and selling
simple items. Equipment Prices
The exchange rate is: When the party are in the market to sell their
• 100 Copper Jacks = 1 Silver Noble acquisitions after an adventure, merchants can be very
• 100 Silver Nobles = 1 Gold Sovereign shrewd when offering to buy. Prices can be affected by
Coins don’t weigh much individually, but it quickly adds supply and demand, reducing price by as much as half
up when you’re carrying a lot. Every 50 coins of any type in abundant markets, and tripling it if the item is scarce
equals 1 ENC. (subject to haggling!) Heavily damaged equipment in low
For carrying around larger sums of money, you can demand may be completely unsellable in a given market.
exchange coins for gems and jewels. Below is a list of gems Characters may need to seek out wealthy buyers such as
(relatively common) and jewels (rarer) with their relative collectors or nobility to offload their more expensive gear.
values. Actual value depends on buyers and sellers, and the Below, you’ll find lists of all the equipment available to
market demand for such objects. adventurers in Sabre, divided into relevant sections for
different types. The quality of these items is considered
Gemstone Table average, with no bonuses or penalties.
d100 Result Value Gem Name Second Hand equipment can be found in flea markets.
01%-50% 10sp Agates These items have the Worn-out condition which halves
their value and durability. Equipment is described in terms
51%-65% 20sp Moonstone
of price (silver pieces) and encumbrance (ENC). Other
66%-80% 50sp Rose Quartz items have special qualities which are described later.
81%-91% 75sp Jade
92%-96% 100sp White pearl Starter Kit
This kit provides some basic gear useful for just about
97%-100% 200sp Silver pearl anyone, pre-packaged and ready to go.
Item ENC
Jewellery Table Low quality clothing -
d100 Result Value Gem Name Small Backpack -
01%-20% 500sp Black pearl 5 Bandages (for use with the First Aid skill) -
21%-40% 750sp Aquamarine Bedroll 1
41%-60% 1,000sp Flawed Diamond Belt pouch (holds 1 ENC) -
61%-75% 2,000sp Emerald Flint & tinder 1
76%-90% 3,000sp Blue Sapphire Water Skin 1
91%-96% 5,000sp Diamond or Ruby 1 torch, 6 hour 1
97%-100% 10,000sp Flawless Diamond Hemp rope, 10m (11y) 2
Dry Rations, 7 days 1
Total ENC 7
110 PART 1: CHARACTER CREATION
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS
Beverages
Item (Cost is per glass, x10 for whole bottle) Strength Penalty Cheap Average Expensive
Ale/Beer/Cider Light 0% 2 3 5
Wine/Bitters Medium -10% 10 25 50
Spirits/Absinth Strong -20% 15 30 60
Moonshine/Rectified Spirits Rotgut -40% 4 8 16
Accommodation Clothing
A place to rest one’s weary head at the end of a long day Characters begin the game with a set of cheap clothes
is essential to gain decent rest, whether it’s a comfortable appropriate to their background, though they will eventually
pile of hay in a barn or an opulent manor house. Below you’ll need replacing as time goes on. Adapting one’s clothing to
find a list of available accommodations of variable quality the environment is also wise, for without winter clothing,
for renting or purchase. characters risk exposure and health consequences in colder
• Average housing grants a +1 bonus to Heal Rate. seasons and climates.
• Expensive housing grants a +2 bonus to Heal Rate. Although the table below lists prices for garments, these
• Costs will vary according to demand, as always. are to be considered very generic – with exotic fabrics, there
• Rooms can typically comfortably rest 2 people, more if isn’t really an upper limit on the cost of clothes. Certainly,
they’re small. dyes and brighter colours fetch a premium and are typically
only worn by those with money to spend on frivolous things.
Daily Rental Costs As a general rule, cheap clothing can be worn for a year
before it needs replacing. Clothing of Reasonable quality
Property Rooms Cheap Average Expensive lasts for three years before being downgraded to Cheap.
Inn Room 1 10 30 50 Clothing of Superior quality endures for ten years before it is
Shack 2 20 40 60 then downgraded to Reasonable status. Repairing clothing
is a normal part of everyday life, and it can be handy to keep
Cottage 3 30 50 100
a tailoring toolkit on-hand for emergency maintenance.
Apartment 3 40 75 150
House 4 50 100 200 Clothing Quality and Impressions
The quality of clothing worn can have an impact when
Villa 5 100 250 300
dealing with others. Tattered, old or cheap clothing makes
Mansion 6 1,000 2,000 5,000 the wearer appear like a commoner and those of higher
station may look upon this unfavourably. Conversely,
clothing of superior quality is beautiful to look upon and
Weekly Commercial Property Rental
creates an impression of success and wealth. Thus, the
Property Cheap Average Expensive quality of clothing affects skill rolls for Influence, Deceit &
Small shop 100 200 400 Seduction skills, as noted below:
• Any article of Cheap clothing worn gives a one-time -5%
Large shop 200 400 800 result penalty.
Warehouse 300 600 1250 • If all worn clothing is of Expensive quality, the character
gains a +5% result bonus to those skill rolls.
Buying Properties Outright Garment Cheap Average Expensive
Property Rooms Cheap Average Expensive Boots 25 100 250
Hirelings & Services Teachers are available in most towns and cities to
Sometimes you might need to hire NPC’s to assist with
provide training. Check the Teach skill for details.
a task such as construction, or staffing a store you own.
Here are the costs involved per hour, day and week for hiring
NPC’s of various levels of training.
Hireling Examples Hour Day Week
Untrained Labourer Cleaners, Retail Staff, Messenger 5 40 280
Professional Worker Merchant, Builder, Novice Guards, City Watch, Teacher 10 80 560
Specialist Engineer, Architect, Scholar, Herbalist, Mercenary 20 160 1120
Highly Trained Expert Warriors, Alchemist, Political Advisors 50 400 2800
Herbal Tonics
The availability of medical and technological services
for adventurers depends on how widespread certain
technologies are. Any product that was produced with a
critical success has double the listed effect, and three times
the standard price.
Alchemical Potions
Experienced Alchemists can make potions with indefinite
shelf life. These can be bought from Apothecaries and
Alchemists in towns and cities, and also found in treasure
piles. These potions are made at 90% skill, and are priced
accordingly.
Potions Brief Description Cost
Armour Potion Gain +3 Natural AP for 1 hour. 400sp
Auric Potion Gain +4 Energy AP for 1 hour. 400sp
Curative Potion Removes Disease, Poison, Tipsy and Nauseated condition effects instantly. 300sp
Free Move Potion Ignore difficult terrain, the Freeze damage effect and the restrained condition for 1hr 300sp
Healing Potion Heal 1d6+6 Hit Points instantly. No effect on Major Wounds. 250sp
Speed potion Gain +4 Movement for 1 minute. 200sp
Spirit potion Restore +4 Spirit Points and ignore Fatigue for 2hrs. Cannot go above max. 250sp
Magic Items
In large cities, it’s not rare to find an artificer’s store,
where players can buy Inventions usable by anyone, but
mostly those with a magical skill. Simple trinkets are
commonly available, as are lesser enchanted weapons,
armour and shields.
Equipment that is made with a 90% skill requirement is
much rarer, but not impossible to find. Some merchants
keep special items like these in stock, but mostly you’ll find
exceptional items in the possession of nobility, or retired
adventurers, with whom you’ll need to negotiate a purchase.
Land Vehicles
Vehicle Horses Crew Psngr Spd ENC Booking Passage Cost (sp)
Two-wheeled cart 1 1 3 16kph/10mph 200 1sp per 3km/2mi 100
Two-wheeled wagon 1 1 4 12kph/8mph 400 2sp per 3km/2mi 300
Four-wheeled wagon 2 1 5 16kph/10mph 600 3sp per 3km/2mi 800
Stage Coach 4 2 6 16kph/10mph 800 4sp per 3km/2mi 3,000
Heavy Coach 8 2 7 20kph/12mph 1000 5sp per 3km/2mi 10,000
Small Boats
Vehicle Crew Psngr Spd ENC Booking Passage Cost (sp)
Canoe 1 1 16kph/10mph 200 1sp per 3km/2mi 80
Rowboat 1 2 12kph/8mph 400 2sp per 3km/2mi 150
Skiff 1 5 20kph/12mph 600 3sp per 3km/2mi 1,000
Longboat 2 8 20kph/12mph 800 4sp per 3km/2mi 2,000
Ships
Vehicle Crew Psngr Spd ENC Booking Passage Cost (sp)
Cutter 4 8 20kph/12mph 1000 2sp per 3km/2mi 2,500
Coaster 8 10 25kph/15mph 2000 3sp per 3km/2mi 5,000
Cog 12 12 16kph/10mph 3000 4sp per 3km/2mi 8,000
Caravel 20 15 25kph/15mph 5000 6sp per 3km/2mi 25,000
Carrack 30 20 20kph/12mph 10000 8sp per 3km/2mi 50,000
PART 1: CHARACTER CREATION 119
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS
Armour List
Light Armour
Gambeson is a heavy padded coat, good for absorbing
blows from melee weapons, and although it’s relatively
bulky, it’s very quiet too. Hide armour is of similar protective
quality to Gambeson, made from the rough-cut hide of a
large animal.
Leather is more effective against weaponry while adding
very little bulk or weight. Often worn as a
jacket, full suits of leather offer decent protection
without interfering with movement.
Medium Armour
This category consists of metal armour with a leather
backing to add padding and prevent chafing. Chain mail
offers good protection against attack, and was the standard
armour of soldiers for centuries.
Once plate armour became available, the breastplate
became a popular alternative , with its solid metal surface
more effective against damage at the same weight of a full
suit of chain.
Heavy Armour
The heaviest armour available, this equipment is also
the most expensive and prestigious. Brigandine armour is a
leather coat with plates of steel sewn in to provide excellent
protection, that’s almost as good as a solid suit of plate, but
cheaper.
At the top of the range, Plate armour is a suit built for
specific people, with plates of metal contoured to the body
to provide the best protection available. This includes
pauldrons on the shoulders, a gorget for the throat, and
gauntlets for the forearms.
Like all heavy armour, it’s typically used only by the
wealthy, as it is usually considered too expensive for
common infantry to use, and the weight means mounted
combatants such as cavaliers are the best choice to use
such elaborate armour.
Small Medium Large
< 110cm (3’6”) 110-249cm (3’6” - 8’1”) 250cm+ (8’2”)
Armour Armour Type AP ENC Cost ENC Cost ENC Cost
Gambeson or Hide Light 1 1 25 2 50 3 75
Leather Jacket Light 2 1 75 2 150 3 225
Leather Armour Light 3 2 150 3 300 5 450
Pet Armour
Armour for mounts (or pets) is referred to as barding, and
it’s similar to the styles of armour above, but comes as a
one-piece outfit to cover a horse, dog, bear or any other kind
of mount or pet.
Pets need their Endurance skill at 70% to wear Medium
armour, and 90% to wear Heavy armour. Use the weight and
height of an animal and compare it to the creature you want
to armour, to determine what category it belongs to:
Small (Dog) Medium (Pony) Large (Horse)
Ancient Armour Armour Type AP ENC Cost ENC Cost ENC Cost
Leather Light +1 3 25 6 150 9 600
Chain Medium +3 6 300 12 600 18 1200
Plate Heavy +6 8 1200 16 2000 30 3000
Shields
Shields are defensive items used to block incoming
ranged and melee attacks. Positioning a shield during a fight
is key to their use – the smaller the shield, the faster it can
be repositioned, but the larger shields absorb more damage.
Wooden shields are lighter, cheaper & less durable than their
metal counterparts.
• The Light trait means the shield doesn’t prevent Stealth
or Acrobatics checks, and can be used to Block on the same
round if it’s used to attack as a weapon. It can also be used
with a crossbow without difficulty.
• Bonus: Add this number to a successful Shields skill
check result when Blocking.
• The Cover trait means the shield provides Cover for the
user on a successful block.
Trait Details
Type The sub-category of weapon, for the
purposes of determining which talents &
manoeuvres affect it.
Damage The amount of damage the weapon delivers if
an attack is successful. Damage types
include Bludgeon, Elemental, Energy,
Internal, Pierce and Slash.
Size Tiny (T), Small (S), Medium (M), Large (L),
Huge (H), Enormous (E) and Colossal (C).
ENC The weapon’s weight and general
bulkiness. This number roughly equals impe-
rial pounds, while half this number is the ENC
in kilograms.
HP Weapons have Hit Points, denoting their
ability to withstand direct damage or wear
and tear.
Cost The weapon’s baseline price, in Silver Pieces.
Single-Handed Melee
Versatile and relatively inexpensive, single-handed melee
weapons are ideal to pair with a shield, or an off-hand
weapon for use with duel-wielding styles.
Two-Handed Melee
Bigger and capable of dealing more damage than their
single-handed counterpart, these deadly weapons are
typically more expensive. In the right hands, they can be so
much more effective than single-handed weapons, more
than making up for the lack of a shield or off-hand weapon.
Exotic Melee your GM to decide if and how these weapons are available.
Although listed separately, these weapons use the
These would be the primary weapons of an eastern-style
standard weapon groups just like regular melee weapons.
campaign.
They have a more exotic flavour, and it’s up to
Weapon Group Damage Type Size ENC Trait HP Cost
Bo Staff Clubs 1d6 Bludgeon H 6 Double, Wood 12 90
Hanbo Clubs 1d4 Bludgeon M 2 Double, Wood 7 60
Katana Swords 1d8 S or P L 4 Reach, 1 or 2 handed 20 200
Kusari-Fundo Chains 1d4 Pierce S 1 Reach, Parrying 10 80
Naginata Polearms 1d10 Pierce E 8 Longreach, 2 handed 30 400
Ninjato Swords 1d6 S or P M 3 1 or 2 handed 15 80
Nunchaku Clubs 1d6 Bludgeon S 1 Double, Wood, Parrying 10 60
Sai Blades 1d4 Bludgeon S 1 Parrying 10 60
Shuriken Thrown 1d4 Pierce T - Burst, Range 6/24 5 20
Tanbo Clubs 1d4 Bludgeon S 1 Concealed, Wood 5 40
Tanto Blades 1d4 Pierce S 1 Concealed 10 40
Tonfa Clubs 1d4 Bludgeon S 1 Parrying, Wood 5 40
Wakazashi Swords 1d6 S or P S 2 Agile 10 80
PART 1: CHARACTER CREATION 125
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS
Ammunition
Ranged weapons use ammunition to deliver their
damage: specifically, bows use arrows, crossbows use
bolts and firearms use bullets. All of these ammunition
types can be fabricated out of exotic materials to increase
effectiveness.
The final task for building or maintaining a character Every 10+ Hit Points +1
is to calculate how dangerous they are in combat. This is
achieved by adding up important characteristics such as
damage, Hit Points and armour, and then deriving the final Every 4+ AP
+1
number used to measure a character’s power. Include Worn, Natural and Shield AP
The higher the Threat Level, the more dangerous the
Every 5+ Dmg (Combat/Magic)
creature is and the harder it is to defeat. The number helps +1
(the maximum non-critical possible)
the Games Master determine the sorts of challenges the
party will face.
Every 4+ DR & Energy AP, or
Not all characters will have a high Threat Level, as +1
it’s purely based on their strength in combat. A support creature is Incorporeal
character who is great at crafting, but has very little armour
or damage potential will still have a low Threat Level, even Every 3+ Luck Points +1
with the same amount of playing time and Accolades as
more dangerous characters.
Accolades are awarded for the defeat, through peaceful Every 4+ Reactions +1
or violent means, of a creature. 1 Accolade is awarded per
Threat Level of an enemy; a TL 7 creature gives 7 Accolades
to divide up amongst all creatures involved in its defeat. Every +10% Evade Result +1
Defeating an enemy could be thwarting its plans, capturing
it, or simply fighting it until it retreats, it doesn’t always have
to be about killing. Every +10% Combat Skill Result +1
Combat skills cover melee, unarmed and ranged physical
attacks, not magic abilities. Use the highest. Every +10% Magic skill Result
• Don’t count any abilities or damage that result from a +1 each
or has Magic Resistance
Critical Success. These don’t occur often enough to really tip
the balance of combat on a regular basis. Heal 4+ HP During 1 Round with
• An enemy lower than 5 Threat Levels than the lowest TL +1
spells, potions etc.
party member yields no Accolades for its defeat, as it poses
no real challenge. i.e. If the lowest TL party member is TL Ability to Make Target Lose an
10, a creature of TL 4 or lower won’t give Accolades. +1
Action (Stun, Unconscious etc.)
Seasoned
This update package is for a substantial degree of advancement, representing roughly 6 sessions of play.
Profession Skill Set your main Profession's primary skill to 75%.
Other skills +10% to 2 other skills. +5% to 3 other skills.
Abilities Choose 8 new abilities, 6 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 1000sp to spend on equipment or new abilities.
Adept
This update package is for very substantial advancement, representing roughly 10 sessions of play.
Profession Skill Set your main Profession's primary skill to 80%.
Other skills +15% to 3 other skills. +10% to 3 other skills.
Abilities Choose 16 new abilities, 12 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 4,000sp to spend on equipment or new abilities.
Veteran
This update package provides a very large degree of advancement, representing roughly 15 sessions of play.
Profession Skill Set your main Profession's primary skill to 90%.
Other skills +20% to 4 other skills. +15% to 3 other skills. +5% to 3 other skills.
Abilities Choose 24 new abilities, 18 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 10,000sp to spend on equipment or new abilities.
Master
This update package provides a huge degree of advancement, representing roughly 20 sessions of play.
Profession Skill Set your main Profession's primary skill to 95%.
Other skills +25% to 4 other skills. +20% to 3 other skills. +10% to 4 other skills.
Abilities Choose 36 new abilities, 27 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 20,000sp to spend on equipment or new abilities.
Attributes Increase 1 Attribute by +1.
Elite
This update package provides a massive degree of advancement, representing roughly 25+ sessions of play.
Profession Skill Set your main Profession's primary skill to 99%.
Other skills +30% to 4 other skills. +25% to 4 other skills. +15% to 5 other skills.
Abilities Choose 50 new abilities, 37 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 30,000sp to spend on equipment or new abilities.
Attributes Increase 2 Attributes by +1.
PART 2: GAME MECHANICS 131
ACCOLADES DAMAGE WOUNDS TL CALC GLOSSARY CONTENTS
Actions and Reactions Some of them are Reactions, which you can use on
This section details the sorts of actions you can take on
someone else’s turn. All of these abilities take one Action (or
your turn during combat. Some of them can be used more
Reaction) to use, unless noted otherwise.
than once during your turn, given special circumstances.
Actions Description
Attack Engage a target with melee, unarmed or ranged weaponry.
Cast a Spell Cast a apell that requires an Action to use.
Change Weapon Sheath one weapon and draw another.
Death Blow Cannot move before taking this action. Automatic hit, deal 1 or more damage to kill adjacent Uncon-
scious or Paralysed creature.
Disarm Attempt to disarm your foe with a melee attack that deals no damage and doesn’t add your
Result Bonus. If successful, the weapon drops to their feet. On a fumble, your weapon is dropped.
Drop Backpack Unstrap and drop your backpack to reduce your encumbrance for a fight.
Escape Grapple Use an opposed Evade or Unarmed skill check to break someone’s hold on you.
Go Defensive Cannot attack or use magic, but gain a +20% bonus to Evade, Parry and Block rolls.
Grapple Make opposed Unarmed skill check to restrain a creature, or pin a restrained creature.
Help Give 10% of your skill to another during their skill check.
Hide Attempt to use stealth in the middle of a fight. Only works if you’re out of their line of sight.
Hustle Use your action to move up to your Movement Rate.
Ready an Action Prepare a specific action to be activated upon a certain condition.
Reload a Weapon Reload a ranged weapon.
Search Perception skill check to locate hidden object or creature in range.
Spirit Surge While in combat, gain +5 Spirit Points if not already under the effect of this ability. After 1 minute,
lose 5 Spirit Points; if it goes below 0, gain fatigued condition until a Long Rest is completed..
Doesn’t work for Constructs or Undead.
Trip Make an Unarmed attack with no damage or Result Bonus. On success, target is Prone.
Use a skill Make a skill check in the middle of a fight.
Use an Item Use an item you’re carrying in one of your hands.
Withdraw Move half your speed, immune to opportunity attacks at starting location.
Reactions Description
Block Use a shield to block a melee or ranged attack, or even spells (check spell resistance type).
Counterattack Target of a Charge, Flying Kick or Flying Tackle manoeuvre can attack their attacker once in range of
their current weapon. They cannot defend against this attack.
Evade Attempt to avoid a melee or ranged attack, or even spells (check spell resistance type).
Interrupt Loading Make an attack against a target reloading their ranged weapon within your reach.
Keep at Range Keep target from moving inside weapon reach. Won’t stop charge; longest reach goes 1st.
Make a Melee or Unarmed skill check opposed by your opponent’s Evade or Shield skill.
Opportunity Attack Make an instant attack against a target that meets the following conditions:
Melee: Stand from prone, leave melee reach, shoot a ranged weapon, consume a potion or tonic.
Ranged: Stand from prone within your weapon range.
Parry Deflect a melee attack.
Movement Description
Crouch Use 1 Movement to go into or leave the Crouched position.
Go Prone Use half your Movement rate for the round to go into or leave the prone position.
Close Range As part of your Movement, attempt to get inside the Reach or Longreach range of an enemy’s
weapon. Make an Evade or Shield skill check opposed by your opponent’s Melee or Unarmed skill.
132 PART 2: GAME MECHANICS
ACCOLADES DAMAGE WOUNDS TL CALC GLOSSARY CONTENTS
Combat Defence
On the enemy’s turn, they’ll get to use their actions and
From time to time you and your companions may find
yourselves in a situation where diplomacy and tact fail. movement to position themselves as the GM sees fit. So
Combat is usually a last resort, but for some characters it is long as you see the attack coming, and you have at least
their preference when dealing with antagonists. one Reaction to spend, you can choose to defend yourself
This section details the steps and methods for by one of three methods:
determining the outcome of combat in a blow-by-blow • Evade by simply dodging the attack. If you’re in Light
method that doesn’t slow down the pace of the game. or no armour, you can add your Result Bonus too. If you
succeed, you take no damage.
• Parry with a melee or unarmed weapon. If successful,
The Combat Sequence this will stop all the damage, but can’t be used against
When combat begins, this is the sequence you follow to ranged attacks.
get things started: • Block with a shield. This is effective against all attacks,
1. Determine surprise. and for anyone wearing Medium or Heavy armour, provides
2. Determine the order of initiative. the best defence against ranged attacks.
3. Play through each round of combat, following the The choice to defend is made after the attack roll is
order of initiative until one side is defeated. determined (it may be a failure!)
Surprise Reactions
The party of adventurers moves through a city street, Each player gets a number of Reactions equal to
with the noise of a busy market making it difficult to hear. their Agility Attribute bonus plus 1. A Reaction is used in
Suddenly, a group of well-hidden bandits leaps at the party, response to another character’s action, such as preventing
gaining an edge over their surprised opponents. them from opening or closing range on you, leaving your
Typically, an individual or group will have a chance to threatened area (i.e. weapon reach) or to defend against an
detect the approach or presence of hidden enemies, but the incoming attack with Parry, Block or Evade.
Game Master can decree that no check is necessary under All Reactions used during a round are replenished at the
certain conditions. start of the character’s next turn. See Actions in Combat for
• Creatures that were unaware of their opponents’ a list of reactions you can take.
approach or presence are Surprised, and those affected
cannot move or take actions until the start of their next turn. The Combat Round
A combat round represents six seconds of elapsed time.
Once all characters and NPC’s have taken their turn, the
Initiative next round begins and the combat continues until there is a
Initiative determines the order in which characters and
resolution, typically brought about by one side surrendering
NPC’s act during the combat round. Once this is determined,
or being eliminated entirely.
initiative is typically fixed for the duration of the combat.
1. On their turn, the attacker uses an action to attack a
Players and the Game Master each roll 1d20, then add their
target, rolls against their weapon skill and notes the result.
Initiative Attribute Bonus to the result.
2. If able to defend, the defender can spend a Reaction
The highest score goes first, and if the combatants are
to choose which kind of defence to offer with either a Parry,
still engaged after the last person to act, the current round
Evade or Block. Roll your appropriate skill check and note
ends and the next round begins, starting from the character
the result.
with the highest Initiative as before.
3. The success level of the results are compared as per
an Opposed Roll.
Your Turn 4. If the attacker rolls a Critical Success or the defender
When it is your turn, you may take one action, such as rolls a Fumble, the attack is considered a critical hit. Roll an
making an attack or using a spell. Additionally, you can extra damage die.
move up to your Movement rate during this time, before or 5. Damage is applied as noted for the weapon or effect,
after you take an action in any variation you desire (such as subtracting any Armour Points and/or Damage Reduction
moving 1 square, attacking, then moving another 5 squares). the target has from the total applied damage.
Each square moved uses 1 point of Movement no matter
which direction you move in. Your turn ends once you have Damage Rolls
both moved and acted. Each weapon and spell notes the damage it deals, such
• Combat grid squares can represent either metres or as 1d8+8 or 2d6. Roll the damage dice, add any Damage
yards, depending on your desired measurement system. Modifier where applicable, along with bonuses from
Manoeuvre, talents, or masterwork equipment.
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Damage Traits
In addition to the basic damage types, damage can have
a Trait attached to it too, with the following effects:
Trait Details
Burn Damaged target loses 1d6 HP at the start of
their next turn unless they use their action to
douse it. This stacks, but lasts only 1 rd.
Freeze Damaged target can either Move or take an
Action, but not both on their next turn.
Holy Deals +3 damage to Undead & Infernals.
Melt Damaged target’s Worn (or Natural) AP
reduced by 1.
Shock Damaged target is Dazed for 1 round.
Unholy Deals +3 damage to living creatures and no
damage to Undead & Infernals.
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Disease Burdened
If the total ENC carried exceeds STR+CON, then the
Delving into dungeons is sometimes about more than
facing gnashing teeth or fiery breath. Disease lurks in the character is considered Burdened, with these effects:
filth, and it can afflict characters with debilitating effects if • Base Movement Rate drops by -1.
their health isn’t strong enough. • Moving faster than their base Movement during a round
• When exposed to disease (such as a bite from a by any means costs 1 Spirit Point. If they have no Spirit
monster), the character makes an unopposed Endurance Points to lose, they’re unable to move faster than the base
skill check. If failed, they are diseased. movement figure.
• Flying creatures (corvids etc) can no longer fly.
Effects
All disease affects the victim for 7 days, which can be Heavily Burdened
shortened through the use of herbs, potions, or magic. A character is considered heavily burdened if the ENC
These effects are added together in stronger diseases. they are carrying exceeds (STR + CON)x2
Weak: (No check penalty) Heal Rate drops to 0. The effects of being heavily burdened are:
Mild: (-10% to Endurance skill) +Movement is halved. • Characters are limited to half Movement Rate, and can’
Strong: (-20% to Endurance skill) +Spirit Points are not use any effect that would allow them to move faster.
regained with rest. • Carrying this much weight while travelling costs 1 Spirit
Point per hour. If they have no Spirit Points to lose, they can
no longer travel with this much weight.
Drowning & Suffocation • Flying creatures (corvids etc) can no longer fly.
Characters can be subject to suffocation if they are
unable to breathe, either by being underwater, in a vacuum Overloaded
or if swallowed by a huge monster. Undead and Constructs Characters cannot carry more than a total ENC more than
of any kind are unaffected by a lack of breathable air. their (STR + CON)x3.
• A character’s Endurance skill score represents how • A character carrying more than this amount cannot
many seconds they can hold their breath for if they inhaled a move at all, and any action taken results in an automatic
deep breath beforehand. loss of 2 Spirit Points.
• Once this time expires, or if they failed to inhale
beforehand, they gain the fatigued condition until they
can take a breath, at which point it is removed. This is a
Falling & Collision
Falling from height is not uncommon for those engaged
special application of the fatigued condition that cannot be
in daring adventures. Depending on how far one falls, an
removed by any other method.
injury can vary from minor bruising to a bloody death.
• Once they’ve gained fatigue, they have 5 rounds to gain
Falling damage can also be sustained when tumbling out
access to breathable atmosphere or they pass out.
of a vehicle moving at speed, when vehicles collide with
• 1 minute after this point, they die from asphyxiation.
objects, and the weight of the falling individual can modify
the amount taken, as noted on the table below. All in all,
Encumbrance falling is something to avoid where possible.
The encumbrance of a given item in Sabre is measured • Characters landing on a soft surface take ½ damage.
not just in its weight, but its general size and bulk, • Damage from falling or is Internal damage, ignoring AP.
encapsulated in the ENC characteristic for short. Generally
speaking, 1 ENC is equal to roughly 1 Imperial Pound, or half Falling Damage
a 1 kilogram in metric. Metric Imperial Damage Taken
The Game Master makes a final call regarding any items < 4m 13' No damage
of unusual shape or size. There are items which have an
4m-6m 13'-20' 1d6
ENC value of zero which are too small or light to really count
as having an ENC value. 7m-9m 23'-30’ 2d6
• Twenty items of 0 Encumbrance equals 1 ENC. 10m-12m 32’-40’ 3d6
Vehicle Impact
Metric Imperial Damage Taken
Getting Drunk
After drinking any alcoholic beverage, a character must
< 10kph < 6mph No damage perform an unopposed Endurance skill check. This check
11-30kph 6-18mph 1d6 might have a skill penalty, depending on the strength of the
beverage, as noted on the table below. Failing the check
31-50kph 18-30mph 2d6
will give that character the Tipsy condition with all listed
51-70kph 30-42mph 3d6 penalties.
Each +20kph Each +12mph +1d6 If the character continues to drink and fails a second
endurance check they gain the Intoxicated condition and are
Exhaustion & Rest no longer Tipsy.
Extreme exertion or ignoring the need to sleep can
cause a character to become fatigued. If a character fails
to take an 8 hour Long Rest in a 24 hour period, they gain
Addiction
Alcohol is one of the most addictive drugs in the world,
the Fatigued condition until such time as they take a Long
and so every time you fail an Endurance check while
Rest. Each day of sleep they miss requires an Endurance
drinking alcohol, you need to make a separate addiction
check to avoid falling asleep, with the penalty increasing by
check. Roll d100 and if the result is 05 or less, you’re
-20% each day. Succeeding on these checks still leaves you
addicted to alcohol, and gain the Addicted condition.
Intoxicated.
Long Rest Duration
Characters need to rest in order to heal and recover
Both the Tipsy and Intoxicated conditions last 1 hour for
Spirit. Once per day, a character can rest for 8 hours, which
each drink you’ve had, regardless of the type. Once the hour
restores Hit Points equal to their Heal Rate, and completely
has expired, an Intoxicated character will become Tipsy for
restores all Spirit Points.
an hour. If a player continues to drink and fail a third skill
If this 8 hour period is interrupted once or twice, they can
check they will fall into a drunken slumber and be rendered
return to sleep afterward to gain the benefit, but more than
unconscious for 8 hours. Once this period of time has
two interruptions means they won’t be rested enough the
elapsed, the subject is nauseated for 4 hours upon waking.
next day, negating the benefits and counting as a night of
missed rest.
Intoxication
Short Rest When you gain the Intoxicated condition, in addition to
After a fierce battle, characters may need to rest but have those listed effects, roll 1d4 and consult the table, gaining
many hours to go before they can take a Long Rest. Once both the benefit and drawback for that result.
per day, a character can choose to do a Short Rest, which
can involve a nap, or just lying down to unwind for a while. Alcohol Types Penalty
Regardless, this takes 1 hour, and restores Hit Points and Light (Beer/Ciders) 0
Spirit Points equal to the character’s Heal Rate.
Medium (Fortified wine/Bitters) -10%
Movement
• A mount or flying creature must move 1 square forward
before or after every 90 degree turn.
• Flying creatures move double speed while descending
and half speed while gaining altitude.
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Time & Movement Characters can cover more distance if needed by making
an appropriate skill roll (Drive, Athletics, etc.). Add half
The passage of time is an important aspect to consider
again as much distance as noted on the travel table or mark
during a game of Sabre. During a fight, it slows down into
off more time on building the large project, and the party
important moments, and when traversing the countryside, it
members must make an Endurance skill check. They get
can speed up immensely.
the extended travel time even if unsuccessful, but they gain
Only when a player is acting in the role of their character
the fatigued condition and may subject the party to dangers
while interacting with others does the game pass in real
from terrain or monsters along the way, at the Game
time. Basically, the three timescales are categorised into
Master’s discretion.
groups: Combat Rounds, Local Time and Strategic Time.
Part 3: Crafting
Repairing Equipment
In this section, we’ll cover all aspects of using the crafting Equipment can often be damaged during the course of
system to make a huge variety of useful things. Most of an adventure. So long as it’s still above 0 AP (in the case
these are made using craft skills such as Blacksmithing and of armour or shields) or 0 HP (for weapons), items can be
Herbalism. repaired.
Firstly, we’ll start with the basic materials used in If you’re doing it yourself, you’ll need the appropriate
practically every aspect of crafting, then move on to what Craft skill for leatherworking, smithing or woodworking. A
you can do with all that stuff. crafting skill check to mend traditional weapons or armour
takes 30 minutes of time, and if successful, you mend 1d6
Armour Points or Hit Points, as desired.
Toolkits A critical success repairs 2d6 points in one go. A fumbled
Some skills require the use of toolkits, without which roll deals an additional point of damage to the item, quite
the majority of abilities become off-limits. Each kit is a possibly destroying it. Be careful!
leather bag, containing tools required for a particular skill,
as detailed below. The quality of the toolkit also reflects how
fast you can accomplish tasks with them.
Paying for Repairs
If you’d rather pay someone else to do the job, the
• Standard Toolkits have the essentials, all contained in a
average price for repairing 1 point of damage is 5sp for
handy toolbox for easy carrying. While the kit covers most
armour, equipment and weapons, multiplied by 3 if the item
crafting needs, it’s lacking a few specialised tools, but the kit
is a Masterwork.
is easy to carry as a result.
• Masterwork Toolkits have a wide selection of highly-
specialised tools of exceptional quality, with everything you
could possibly need to get the job done. The downside is
this kit is larger and heavier. The bonus is you’ll find the right
tool for the job at hand, so skill checks needing tools take
only half the listed time.
Toolkit Details
Crafting Toolkit (any) The tools appropriate to your
crafting profession.
Artificer’s Toolkit Spanner, mallet, pliers, screw-
driver etc.
Alchemical Toolkit Beakers, tubes, stands, petri-dish-
es etc, useful for working with
various chemicals.
Thieves Toolkit Picks and other delicate tools for
use with locks & traps using the
Mechanisms skill.
Prospecting Underground
Acquiring your own materials can greatly reduce your
costs for crafting equipment, and you have the opportunity 1d100 Result Amount Value
of finding rare and valuable ores to work with. 01 Flawless Diamond 1 10,000sp
02 Diamond 1 5,000sp
Searching for Minerals 03 Ruby 1 5,000sp
• Travel to the terrain where you want to find certain kinds 04 Emerald 1 2,000sp
of minerals, and start looking.
• Make a roll against your Prospecting skill, adjusted by 05 Vythir Ore 1 1,000sp
the Conditions table modifiers. If you failed the check, you 6-7 Flawed Diamond 1 1,000sp
found a lot of dirt. If you succeeded, consult the result table 8-10 Aquamarine 1 750sp
for that terrain
• Roll 1d100 to determine what you found, and how much 11-13 Black Pearl 1 500sp
of it. The process for one skill check takes 4 hours. Anything 14-16 Silver pearl 1 200sp
shorter won’t cover enough terrain to have a chance to find 17-19 White pearl 1 100sp
anything of value.
20-22 Cold Iron Ore 1 100sp
• Fumbling the Prospecting skill roll might lead to an
encounter, or perhaps an accident. Consult your GM for the 23-25 Gold 1 100sp
manner of your death. 26-30 Zircon 1 75sp
31-35 Silver 1 50sp
Searching for a Specific Mineral 36-40 Onyx 1 50sp
You can also choose to look for a specific mineral, though
the chances are much lower and if you fail, you won’t find 41-45 Moonstone 1 20sp
anything. 46-55 Copper 1 20sp
• Choose the mineral you want to look for from the list. 51-60 Agates 1d4 10sp ea
• Make your Prospecting check as normal, with an
appropriate modifier for the terrain and abundance. 61-65 Iron Ore 1d6 5sp ea
• If successful, roll a d100 and if the result is within 10 66-75 Coal 1d6 5sp ea
points above or below the listed result of the mineral you’re 76-85 Lead 1d6 2sp ea
searching for, you find some. e.g. you’re looking for Onyx in
the Mountains, so you need to roll 11-40 in order to locate 86-00 Black Powder Ingredients 1d20 1sp ea
some.
• If the result is above or below the adjusted figure, you
find nothing. Prospecting Modifiers
Wyvern Vythir
The smaller cousins to dragons, Found in the depths beneath
wyvern hides aren’t as thick, but are inert volcanos, this lustrous metal
still much more resilient than regular gleams in the light, revealing
leather. The poisonous nature of flowing veins of varying purity
these beasts gives their skin running through it. Extremely rare
qualities that protect the wearer from toxins, in addition to and highly sought-after, Vythir was mined heavily for
its rugged nature. centuries by dwarven prospectors who crave the extremely
versatile metal, but the resource is mostly depleted now,
Dragon making it hard to find fresh deposits. Vythir is lightweight,
The epitome of leather materials, stronger than steel, and must be smelted in the hottest
dragon skin is actually a fine mesh forge possible. Weapons of vythir hold an edge sharper than
of scales with a reddish hue, though mere iron, and armour is light and strong.
this can vary from dragon to dragon.
All kinds of dragon leather are Dragonscale
exceptionally resilient and highly protective against any sort Scales or teeth taken from an
of fire. The rarest type of leather around, it’s expensive but adult or older dragon can be cold
worth every coin if you can get your hands on it. forged by an expert crafter into
weapons and armour. They are
smooth, almost metallic in sheen,
Exotic Metal and tend to be reddish in colour.
Equipment made from this exotic material is highly
Cold Iron resistant to heat, and still possesses the intrinsic magical
More accurately called cold-forged power of the creature it was taken from. Obtaining scales
iron, this is a pure form of iron and teeth is the hardest part of the job, as the dragon is
worked into the desired form by usually unwilling to hand them over without a fight.
experts without smelting it.
Without the heat to smooth it out,
the result is a rough-looking piece of equipment, still Auldsteel
showing uneven sections from the demanding process. This darkly glittering metal is
What results is a pure metal, poisonous against entities heavy, with a noticeable violet
from other planes of existence. Its produces a faint energy hue and motes of other minerals
shield effect when used in armour. present that add flecks of colour
to it. Auldsteel is not craftable by
Silver any known methods, and weapons and armour made from
A smooth, shiny and beautiful it are between five hundred and three thousand years old,
metal, silver is typically use in typically found in ancient ruins or in the hands of the most
cosmetic applications, but it is powerful of foes.
known to have antimicrobial In spite of this, should one acquire Auldsteel it can be
properties which makes it deadly reforged into other equipment with a -40% skill penalty
against shapeshifters and undead. It protects against (reduced to -20% by the exotic crafting talent).
disease, and is highly resistant to acid and thus desirable
for armour when dealing with such damage.
Exotic Metal Cost Shop AP ENC Weapon Benefit Armour Benefit
Cold Iron Ingot 100 x6 - - Ammunition ignores ½ Energy AP +2 Energy AP
Extraplanar monsters vulnerable.
Silver Ingot 200 x12 - - Undead & werewolves vulnerable Ignore Melt damage trait.
Immune to disease.
Vythir Ingot 1000 x60 +1 ½ +4% weapon result, +1 dmg, +5 HP Counts as one category lighter.
Dragonscale 2000 x120 +2 +1 +6% weapon result, +2 damage, Ignore Burn damage trait.
or Dragontooth Auric Weapon, +20 HP +4 DR vs Mundane weapons.
Auldsteel - - +3 - +8% result, +3 damage, +4 vs Auric, +8 vs Mundane weapons
Bypass all DR. +50 HP Ignore Melt and Impact effects.
PART 3: CRAFTING 147
GLOSSARY CONTENTS
Crafting Tonics
From this point, herbs can be mixed together into liquid Herbalism Result
forms called tonics, or a compress to use on external Result Effect
wounds called a poultice, providing mild forms of healing Critical Success Produced in half the time.
and relief. Each remedy requires 3 units of the required herb
Success You get the intended result.
and is good for 90 days on the shelf. You can make a batch
of up to 10 tonics of the same type at once in 1 hour with a Failure No result, but you can try again.
single skill check. Fumble No result & the ingredients are wasted.
Herbal Remedy Skill Herb x3 Effects Cost
Anti-Bacterial Tonic - Garlic Ignore disease for 1 hr. Take daily to reduce duration by 1 day 10
Detox Tonic - Thistle Gain +10% result bonus on Endurance checks vs poison and 30
ignore Addiction effects for 1 hr.
Energy Tonic 70% Coca Leaf +2% to all opposed skill check results for 1 hour. 30
Healing Tonic - Heathmend Overheal +1 Hit Point instantly. 20
Healing Poultice - Aloe Heal +1d4 Hit Points after 1 minute. 20
Pain Relief Tonic 50% Poppy +1 Natural Armour for 1 hour. 30
Relaxation Tonic - Passionflower +1 Heal Rate for 1 night’s rest. 10
Spirit Tonic - Kahve Gain +1 Spirit instantly & ignore the fatigued condition for 1hr. 10
Strength Tonic 70% Tribulus Instantly gain +1 to DM and +1 to maximum Hit Points for 1 hr. 20
Universal Tonic 90% Every non- +2 HP & Spirit instantly, ignore disease effects for 1 hour. 150
poison Herb
Acquiring Formulas
Herbal formulas are simple enough that you don’t need
to acquire individual recipes. All of the above remedies are
available as soon as your skill is high enough to make it.
Using Formulas
You can use any herbal formula or potion with an Action,
unless noted otherwise.
PART 3: CRAFTING 149
GLOSSARY CONTENTS
Poisons
Once you’ve found a batch of poisons, you can process
it to become something that can be used against your
enemies.
Since Endurance checks against poisons are unopposed,
creating a higher-potency poison is achieved through adding
a penalty to the victim’s check. For every -10% penalty you
want applied to a poison’s Endurance check, your crafting
check to make it also suffers a -10% penalty.
There are three different types of poisons, as noted on
the poisons table, but we’ll go into more detail here.
Contact: These poisons are applied to a weapon and
then delivered via a direct hit in combat. As an action, you
can apply a contact poison to 1 melee weapon or 6 units of
ammunition, which lasts for 30 minutes before becoming
inert. It’s good for one hit, then the needs reapplying.
Ingested: These poisons must be consumed by the
target, either through food or drink, or some other method.
Inhaled: These poisons are breathed by the target, and
thus the poisons need to be a dust or mist to be effective.
This dust can be blown into the face of an adjacent target
with the Unarmed skill, opposed by an Evade or Shield skill
roll from the potential victim.
Result Effect
Critical Success Produced in half the time.
Success You get the intended result.
Failure No result, but you can try again. Poison Crafting Result
You can make a batch of up to 10 poisons of the same
Fumble No result & the ingredients are wasted.
type at once in 1 hour with a single skill check.
Poison % Type Herb Effects Cost
Burning - C Poison Ivy An acidic poison that burns the skin of victims. 20
Death 99 I Cassava A deadly poison that can cause the victim to die within minutes. 1,000
Draining 70 BCI Ragwort This poison saps the victim of their mental energy. 200
Fever - BCI Nightshade Causes an instant physical reaction, inducing fever. 20
Nauseating - I Penicillium The victim becomes quite ill after consuming this poison. 20
Paralysing 90 BCI Hemlock Makes the subject’s limbs heavy and sluggish. 800
Rotting 90 C Lotus This poison causes the victims flesh to rot away. 800
Sleep 70 BI Daphne Fogs the mind and can even induce sleep in its victims. 200
Suffocating 90 B Crocus A dose of this poison can cause breathing difficulties. 500
Weakness - BCI Corn Lily Lowers the subject’s strength and vitality. 20
Result Effect
Type: The method of how the poison is introduced into the victim.
B: Breath Poison needs to be inhaled to have its effect. Can be blown into the face of the victim.
C: Contact Apply to a weapon. The target must be damaged for the poison to work.
I: Ingestion The poison must be ingested with food or drink to have its effect.
Herb: The type of herb required to make this poison.
Cost: The selling price for a dose of this type of poison if bought from a dealer, usually illegally.
Sleep
Skill: 70%
Herb: Daphne
Type: Contact
Duration: 1 minute
Effects:
The victim becomes drowsy, gaining the Dazed condition
for 1 minute.
Advancement
90%: The victim falls Unconscious for 1 minute on their
next turn. Any attack instantly awakens them, but the Dazed
condition remains.
99%: The victim falls Unconscious instantly.
Suffocating
Skill: 90%
Herb: Crocus
Type: Breath
Duration: Instant
Effects:
Although the effects do not last long, effect of having this
blown into their face is rapid. The victim becomes Stunned
for 1 round.
Advancement
99%: The victim becomes Stunned for 2 rounds.
Weakness
Skill: -
Herb: Corn Lily
Type: Breath, Contact. Ingested
Duration: 1 minute
Effects:
The victim feels a weakness in their muscles, causing
them to deal -1 damage to all physical attacks. The effects
of the poison aren’t cumulative.
Advancement
70%: The damage penalty increases to -2.
90%: The damage penalty increases to -3.
99%: The damage penalty increases to -4.
Traps
While the Mechanisms skill allows a character to disarm
traps, you can also use it to set traps to use on your
enemies, so long as they can’t see you doing it. You might
also find traps like these set up in a dungeon or residence to
challenge adventurers.
Trap Kits
Traps are constructed out of specialised trap kits, small
boxes containing gears, springs, latches, black powder, thin
rope etc., everything you need to create a trap. The more
elaborate a trap is, the more trap kits it requires to be set up.
Each trap kit costs 5sp, and has 1 ENC.
Traps that have been set up by you that haven’t been
set off can be recovered without a skill check in the same
amount of time it takes to deploy that trap.
Traps aren’t spotted unless characters are specifically
looking for them. When set off, characters make their Setting Traps Effect
Resistance check if appropriate to avoid the effects. Critical Success The trap is set with an additional -10%
Once used, traps are usually broken and the trap kits penalty to spot or disarm.
cannot be reused. Success The trap is set without trouble.
Trap Stats
Failure You’ve failed to set the trap but can try
Trap: The name of the trap.
again.
% The Mechanisms skill required.
Kits : The number of Trap Kits required. Fumble You break 1 trap kit in fail to set the trap,
Setup: The amount of time to set up this trap. but can try again.
(Act=action(s), m=minute(s) Disable Traps Effect
Trig: Trigger Mechanism (Trip line, Pressure
Critical Success You disable the trap and recover 1 Trap
Plate, Lock)
kit
Res: The Resistance check to avoid the effect
Effect: The conditions and effects of the trap. Success The trap is disabled without trouble.
Failure You’ve failed to disable it, but can try one
Traps are always rolled against with unopposed checks, more time with a -10% penalty.
modified by the difficulty mod applied when the trap was set Fumble You’ve set the trap off and suffer the
up (see Mechanisms skill for info on this). effects with no chance of resisting.
Trap % Kits Setup Trig Res Brief Description
Alarm - 1 2 act Trip Pe Creates noise that can be heard in a radius.
Caltrops - 1 1 act Move Pe Drop spiky metal stars onto 1 square.
Explosive 70% 3 3 act Plate/ Ev Deals Elemental damage when triggered.
Trip
Flashbang 50% 2 2 act Trip En Target takes Elemental damage and is dazed for 1 round.
Gas Trap 70% 3 2 act Trip En Trap sets of a breathable airborne poison (not supplied).
Poison Lock 50% 2 1m Lock En A lock has a needle attached to deliver poison (not supplied).
Projectile 70% 3 1m Plate/ Ev/Bl Trap sets off a crossbow or gun positioned nearby. Uses an op-
Trip posed check to attack the victim.
Snare - 1 2 act Trip Pe Victim can’t move until they take an action to free themselves.
Spring Knife 50% 3 2 act Trip/ Ev/Bl A crude blade shoots out of the trap to cause damage and bleed.
Lock
Steel Jaw 70% 8 5 act Plate Ev Vicious jaw deals damage, causes bleed, inhibits movement.
Swinging Blade 90% 10 1m Plate Ev/Bl Blade shoots out at high speed, dealing damage, severs limbs.
Trip line - 1 2 act Trip Ev When set off, subject falls prone, and takes Internal damage.
PART 3: CRAFTING 153
GLOSSARY CONTENTS
Benefit:
• +2% result bonus for Influence and Deceit skill checks
Hook
for every 100sp of gems installed. Maximum of 500sp. Used With: Polearms
Anything more just looks tacky. Skill: Craft skill (70%) with Craft Weapons talent.
Time: 1 Hour
Materials: 1 Iron Ingot
Balanced Tools: Blacksmithing Toolkit
Used With: Any weapon
Skill: Craft skill with Bowyer or Craft Weapons talent. Attaching a hook onto a polearm allows you to actually
Time: 1 hour per weapon Size. pull people off their feet, or even from their mount.
Materials: - Benefit:
Tools: Blacksmithing or Woodworking Toolkit • On a critical hit, the target is rendered prone. If they
The weapon is carefully weighted and balanced to are mounted, either on a horse or on a vehicle, they are
improve accuracy and power, producing a tangible increase pulled off it and knocked to the ground, taking 1d6 Internal
in performance. It takes 1 hour per weapon size to complete damage.
(Tiny = 1, Small = 2, Medium = 3, Large = 4, Huge = 5,
Enormous = 6, Colossal = 7).
Benefit:
• +1 damage
• +1% Result Bonus
Reinforced Spiked
Used With: Any Weapon Used With: Bludgeon Weapons
Skill: Craft skill (90%) with Bowyer or Craft Weapons talent. Skill: Craft skill (70%) with Craft Weapons talent.
Time: 8 Hours Time: 4 Hours
Materials: 1 Part or Iron Ingot Materials: 1 Iron Ingot
Tools: Blacksmithing or Woodworking Toolkit Tools: Blacksmithing Toolkit
By adding additional metal at certain points on a weapon, By adding a spike onto a bludgeoning weapon, you can
it gains more resilience against direct damage. Ranged increase its effectiveness on a direct hit.
weapons can even be used to Parry melee attacks without
taking damage. Benefit:
• +2 Critical Range and -1 damage.
Benefit: • Weapon deals Pierce damage.
• Weapons gain +5 Hit Points.
• Ranged weapons can be used to Parry melee attacks. Stabilised
• Shields gain +1 AP. Used With: Archery Weapons
• +1 ENC Skill: Craft skill (70%) with Bowyer talent.
Time: 1 Hour
Serrated Edge Materials: 1 unit of Wood
Used With: Slash Weapon Tools: Woodworking Toolkit
Skill: Craft skill (70%) with Craft Weapons talent. A stabiliser assists in a more accurate release for the
Time: 8 Hours bow or crossbow it’s attached to.
Materials: -
Benefit:
Tools: Blacksmithing Toolkit • +1 Critical Range & +1% result bonus
Changing the straight edge of a sword into a sawtooth • +1 weapon ENC
gives the weapon an intimidating look, and makes it better
and sawing through armour. The process does weaken the Weapon Strap
weapon’s resilience thought. Usually used by those who like Used With: Two handed Black Powder Guns
the intimidating appearance. Skill: Craft skill (70%) with Craft Weapons talent.
Time: 1 Hour
Benefit: Materials: 1 Leather
• +2% Intimidate skill result when brandished.
• +2 Critical Range.
Tools: Blacksmithing Toolkit
• Weapons Hit Points are halved. You attach a sturdy strap to a two handed black powder
gun so you can secure to your back or draw it quickly.
Sharpened Benefit:
Used With: Slash or Pierce Melee Weapon Weapon can be drawn or secured onto the user’s back
Skill: Melee as a Reaction. This can be interchanged with other Medium
Time: 1 Hour weapons if the user has the Quick Draw talent.
Materials: 1 use of Oil Flask
Tools: Whetstone Weighted
Used With: Bludgeon Weapons
Edged and pointed weapons such as swords and daggers
Era: Any
are plenty sharp already, but someone familiar with these
Skill: Craft skill (70%) with Craft Weapons talent.
weapons can hone them to a fine edge using a whetstone,
and 1 use of oil. A flask holds 10 uses of oil, but the Time: 1 Hour
whetstone will last for years. Materials: Iron Ingot
Tools: Blacksmithing Toolkit
Benefit:
• +1 Critical Range Attach a weight to a bludgeon weapon to boost weight.
• +1% result bonus Benefit:
A weapon can be sharpened once per 24 hour period. The • +1 Critical Range & Damage.
effect lasts for 1 battle. • +1 weapon ENC
Adorned Fasteners
Used With: Any Armour Used With: Any Armour
Skill: Craft (Jeweller) skill (50%) with Craft Armour talent. Skill: Craft (Blacksmithing or Leatherworking) skill (50%) with
Time: 1 Hour per 100sp of gems. Craft Armour talent.
Materials: 100sp of gems Time: 2 hours
Tools: Jeweller’s Toolkit Materials: 1 metal
Tools: Blacksmithing or Leatherworking Toolkit
A Jeweller can attached gems and jewels to the armour
to greatly improve it’s appearance. This has the effect of With the addition of specialised fasteners, the armour
impressing those the wearer is dealing with. For every can be worn or removed faster than before.
100sp of gems attached to the armour, the wearer gains
+2% bonus to Influence and Deceit skill results. Benefit:
• -1 round to put on or take off armour.
Benefit:
• +2% result bonus for Influence and Deceit skill checks
for every 100sp of gems installed. Maximum of 500sp.
Flanged
Anything more just looks tacky. Used With: Any Shield
Skill: Craft (Blacksmithing or Woodworking) skill (50%) with
Craft Armour talent.
Angeled
Time: 2 hours
Used With: Any Armour
Materials: 1 metal or wood
Skill: Craft (Blacksmithing or Leatherworking) skill (70%)
Tools: Blacksmithing or Woodworking Toolkit
with Craft Armour talent.
Time: 1 Hour The crafter can add flanges along the edge of the shield
Materials: 1 Metal or Leather to broaden it slightly, offering an increased chance of a
Tools: Blacksmithing or Leatherworking Toolkit successful block.
You add additional plating to the armour designed Benefit:
specifically to protect against one type of damage. • +2% result bonus for Block checks.
Benefit:
• +1 DR vs either Slash, Pierce, or Bludgeon damage.
Padded Silenced
Used With: Any Armour Used With: Any Armour
Skill: Craft (Blacksmithing or Leatherworking) skill (70%) with Skill: Craft (Leatherworking) skill (70%) with Craft Armour
Craft Armour talent. talent.
Time: 1 Hour Time: 4 Hours
Materials: 1 Metal or Leather Materials: 2 units of leather
Tools: Blacksmithing or Leatherworking Toolkit Tools: Leatherworking Toolkit
You add additional padding to the armour, designed By strategically sewing in additional padding, the crafter
specifically to protect against heat, cold and impact damage. can reduce the sounds of creaking or squeaking from the
armour, permitting the wearer to move in relative silence.
Benefit: The downside is the increased in padding does inhibit
• +1 DR vs either Elemental, Energy or Internal damage. movement somewhat.
Benefit:
Reinforced Grip • +5% result bonus for Stealth checks.
Used With: Any Shield • -1 Movement.
Skill: Craft (Blacksmithing or Woodworking) skill (70%) with
Craft Armour talent.
Spiked Shield
Time: 2 hours
Used With: Any Shield
Materials: 1 metal or wood
Skill: Craft (Blacksmithing) skill (70%) with Craft Armour
Tools: Blacksmithing or Woodworking Toolkit talent.
Time: 8 hours
The crafter can add reinforcement to the shield grip,
allowing the wielder a little more control over the shield on Materials: 2 metal or wood
heavy impacts. Tools: Blacksmithing Toolkit
2nd Rank
Spell Skill % Brief Description
Acid Bomb 70 Bomb deals elemental damage and eats away at victim’s armour.
Armour Potion 70 Pain Relief Tonic is altered to grant more natural armour.
Auric Potion 70 Potion grants protection against ranged and magic damage.
Conflagration Bomb 70 Bomb deals half its damage in a 2sq radius for the next 2 rounds.
Curative Potion 70 Anti-Bacterial tonic altered to cure poison & disease.
Draining Bomb 70 Bomb deals no damage but instills fatigue in targets.
Growth Potion 70 Tonic is altered to increase height, weight, DM & AP.
Regeneration Potion 70 Altered tonic restores 1HP/rd, regrows limbs.
Shock Bomb 70 Bomb deals elemental damage and shocks the target.
Stoning Bomb 70 Bomb deals no damage, can petrify target.
1st Rank
Spell Skill % Brief Description
Devastating Bomb 90 Bomb damage is greatly increased.
Elixir of Youth 90 Universal tonic is altered to reverse aging effects.
Luck Potion 90 Altered tonic grants an extra Luck Point for the day.
Magic Resistance 90 Altered tonic grants resistance to magic.
Resurrection Salve 90 Poultice is altered to restore life to recently deceased.
Shadow Bomb 90 Bomb deals less damage, but its damage type becomes Internal.
Schism Potion 90 Altered tonic allows the use of multiple concentration spells.
Vanishing Potion 90 Tonic grants invisibility.
Advanced Alchemy: 1 vial of Annihilator Residue, which Advanced Alchemy: 1 vial of Entropaal residue, which
adds +2 AP loss from the Melt effect. doubles the potion’s duration and adds a +2 AP bonus.
Advancement Advancement
90%: The bombs damage bonus increases to +12. 90%: The potion grants +4 Energy AP.
99%: The bombs damage bonus increases to +14. 99%: The potion grants +6 Energy AP.
Advancement When you cast this spell upon a Healing Tonic, you alter it
90%: The target loses 1d4+2 Spirit Points. to become a Regeneration Potion.
99%: The target loses 1d4+4 Spirit Points. • The potion heals the subject for 2 Hit Points every round
for 1 minute. Major Wounds are unaffected.
When the duration expires, the potion becomes inert, no
longer having any effect when consumed.
Advancement
90%: The potion also affects Major Wounds, and can be
applied as a poultice on subjects.
99%: The potion mends Lasting Injuries.
Advancement
99%: The effects last for an entire month.
Advancement
99%: The bomb instead gains +5 damage.
Schism Potion
Used With: 1 minute
Skill: Alchemy at 90%
Range: Touch
Duration: 1 month
Resist: -
Material Component: 1x Spirit Tonic, 1x vial of Chimera
Blood
When you cast this spell upon a Spirit Tonic, and add
the alchemical ingredient, you alter it to become a Schism
Potion.
• The subjects mind is able to maintain an additional spell
of any kind with a duration of ‘Concentration’. The usual
rules of being unable to stack the same spell still applies.
• The effect lasts for 1 minute.
When the duration expires, the potion becomes inert, no
longer having any effect when consumed.
Advancement
None
Vanishing Potion
Used With: 1 minute
Skill: Alchemy at 90%
Range: Touch
Duration: 1 month
Resist: -
Material Component: 1x Spirit Tonic
When you cast this spell upon a Spirit Tonic, and add the
alchemical ingredient, you alter it to become a Vanishing
Potion.
• This potion diverts the course of light around the
subject’s body. You become Invisible for 1 minute, so long
as you don’t cast spells, attack, or interact with any object
larger than a fist. If so, the effect is broken and the spell
ends.
When the duration expires, the potion becomes inert, no
longer having any effect when consumed.
Advancement
99%: The subject becomes invisible and they can use
Small weapons and cast Reaction spells without breaking
this effect. You can also interact with the environment
without ending the effect, such as opening doors, picking up
items (which stay visible) etc.
2nd Rank
Spell Skill % Brief Description
Amulet of Negation 70 Counter a spell being cast at the wearer.
Auric Ring 70 Ring provides its wearer with Energy AP.
Elemental Weapon 70 Weapon you touch gains an elemental effect.
Fast Shield 70 Improve a shield’s speed and damage.
Fortified Shield 70 Improve a shield’s toughness, can even block magic.
Regenerate Armour 70 Repair AP on armour over time.
Ring of Fighters 70 Increases the strength and fighting power of the wearer.
Sceptre of Cold 70 Blasts and slows enemies with deadly cold.
Sceptre of Fire 70 Incinerates enemies with blazing fire.
Sceptre of Lightning 70 Shocks enemies with electrical energy.
Sceptre of Thunder 70 Concuss enemies with an audible blast.
Vampiric Weapon 70 Weapon you touch heals its wielder in battle.
1st Rank
Spell Skill % Brief Description
Armour of Resistance 90 Armour gains AP and Damage Reduction.
Ring of Augmentation 90 Boosts one Attribute of its wearer.
Ring of Invisibility 90 Turns its wearer invisible.
Staff of Gravity 90 Manipulate gravity to send objects and people flying.
Staff of Power 90 Combine multiple abilities into one powerful staff.
Staff of Teleportation 90 Transport self and allies long distances.
Staff of the Void 90 Open a portal into a void and eliminate your foes.
Transference 90 If you should perish, your mind will transfer to your Construct.
Vorpal Weapon 90 Weapon you touch gains increased critical damage and can kill instantly.
PART 4: MAGIC 175
ARTIFICE SPELL LIST GLOSSARY CONTENTS
Skill Activation Rng Dur Size ENC HP Choose a weapon. When you cast this spell while
touching the weapon, it becomes enchanted and gains a +1
Advancement
- Action 1 1hr T - 5 bonus to result, Critical Range & Damage.
70%: The AP is increased to +3.
90%: The AP is increased to +4. Advancement
99%: The AP is increased to +5. 70%: The bonuses are increased to +2.
90%: The bonuses are increased to +3 and the weapon
becomes Auric, able to shed light in a 1sq radius at will.
99%: The bonuses are increased to +4.
Auric Ring
Wand of Smoke Build Time: 4 hours
Build Time: 4 hours
Skill: Artifice at 70%
Skill: Artifice
Components: 0.1x unit of metal, 1x gold piece
Components: 1x unit of wood, 1x gold piece, 1x Agate
Power Gem: Moonstone
Power Gem: Moonstone
• Whoever wears the ring gains +2 Energy AP. The ring
The wand creates a 2-square-radius cloud of smoky fog
will consume 1 Charge per hour while worn.
centered on a point within range. The cloud’s area is heavily
obscured, permitting vague silhouettes at a range of 2 Skill Activation Rng Dur Size ENC HP
squares and moderate details at 1 square. The fog, being - - S 1hr T - 5
heavier than air, sinks to the lowest level of the land, even
pouring down openings. Wind will move the fog away and Advancement
ifmore than a light breeze, completely disperse it after 1 90%: The ring now grants +3 AP.
round. 99%: The ring now grants +4 AP.
• Attacks taking place within the fog do not gain their
result bonus.
Elemental Weapon
Skill Activation Rng Dur Size ENC HP Used With: Action
Any Magic 1 Action 10 In T - 5 Skill: Artifice at 70%
Range: Touch
Advancement Duration: 1 hour
70%: Anyone in the area of the fog is automatically dazed. Resist: -
90%: Choose to increase the radius of the fog to 3sq.
99%: Anyone in the area of the fog is automatically Choose a weapon. When you cast this spell while
Nauseated. You can choose to increase the radius of the touching the weapon, its damage type changes to Elemental
fog to 4sq. and it gains one of the following effects:
Shock, Melt, Burn or Freeze.
Advancement
None
Advancement Advancement
99%: Targets lose 1 Spirit Point per round while in the void. 99%: On a critical success in battle, the weapon deals
maximum damage on all dice.
PART 4: MAGIC 183
ARTIFICE SPELL LIST GLOSSARY CONTENTS
* All Constructs are immune to telepathy and Internal If you want your construct to be built of something other
damage, poison, bleeding and fatigue. They cannot be than clay, consult the table below for details of the benefits
frightened, terrified or put to sleep. Constructs do not need and costs of these exotic materials
to eat or breathe.
Sigil of Resistance
Body Size: Tiny
Skill: 70%
Materials & Build Time: 1
Gold: 1gp
The Construct is inscribed with sigils that grant +5 to
its Endurance, Evade and Resolve skills, and it gains a +5%
result bonus to each of these skills too.
2nd Rank
Spell Skill % Brief Description
Aphonia 70 Target can’t make any sound.
Bestow Luck 70 Transfer your Luck Points to the target.
Creative Insult 70 Force target to attack you on failed Resolve.
Discord 70 Target takes Internal damage and is nauseated for 1rd.
Drinking Song 70 Targets in range become charmed while you sing.
Elusive 70 While active, spend a Luck Point to make Stealth or Evade checks successful.
Foresight 70 Re-roll dice affecting you.
Lullaby 70 Target falls asleep on failed unopposed Resolve chk.
Unlock 70 Open locks or disable traps.
Spirit Burn 70 Force target to use more spirit for spells and manoeuvres.
Wall of Madness 70 All who step into the field this wall affects are assailed by maddening images.
1st Rank
Spell Skill % Brief Description
Akashic Trance 90 Gain answers to any question by submitting to a trance.
Arcane Thief 90 “Steal” a spell being cast and use it yourself for the next minute.
Control Magic 90 If target caster’s Resolve check fails, you redirect target of spell.
Curse 90 Target cannot use Luck Points for the duration.
Dream Travel 90 Travel through dreams to real-world destinations.
Grand Finale 90 Return alive and well after appearing to have died. Surprise!
Advancement
70%: You can mimic any sound you’ve heard within the last
12 hours.
90%: You can mimic any sound you’ve heard within the last
week.
99%: You can mimic people and noises you’ve heard within
the last month.
Discord Foresight
Used With: Action Used With: Reaction
Skill: Charms at 70% Skill: Charms at 70%
Range: 1 square radius Range: Self
Duration: 1 round Duration: Instant
Resist: Endurance Resist: -
You let out a discordant note so awful it unnerves the You gain a strong sense of events before they take place
soul of everyone adjacent to you. Everyone adjacent to you around you in combat, allowing you a better chance to avoid
who can hear your intentionally awful performance must calamity.
make an opposed Resolve skill check. • In combat, you may re-roll a failed Evade, Endurance or
• On a failed check, they take 1d6 Internal damage and Resolve skill check.
become nauseated for 1 round.
Advancement
Advancement 90%: You may choose to re-roll damage dice.
90%: The damage is increased to 1d6+2 and the range is
99%: The spell can be used in dangerous situations outside
increased to a 2 square radius.
of combat to re-roll dice, such as when you’re about to be
99%: The damage is increased to 1d6+4.
crushed by an avalanche, or fall into a trap. GM’s call!
Advancement
99%: Spending a Luck Point instead makes your result a
Critical Success. Roll the dice as normal, and it becomes a
critical success of that value.
Advancement
Curse None
Used With: Action
Skill: Charms at 90% Grand Finale
Range: 10 squares Used With: 1 minute
Duration: 1 hour Skill: Charms at 90%
Resist: Resolve Range: Touch
Duration: 7 days
Choose a creature within range. If the creature fails an
Resist: -
opposed Resolve skill check, the creature cannot use Luck Material Component: A diamond worth at least 5000sp, which must
Points for the duration of the spell. be carried on your person while the spell is in effect.
• You can also cast this spell on an object you are
holding. When someone other than you picks it up, it cannot If you are killed during the allotted duration, after 1 hour,
be removed from their hand for 24 hours. The creature you emerge from a nearby obstruction with 1 Hit Point,
holding it cannot use Luck Points for this 24 hour duration. very much alive and with the faint sound of a fanfare of
• A Cursed object can be uncursed with this spell. This horns in the distance heralding your greatest trick has been
takes 1 minute, and requires an opposed Magic skill check successful.
with the caster of the spell to succeed (if they’re still alive, Being brought back to life after such catastrophic
otherwise it’s automatic). You can always instantly dismiss damage leaves a lasting effect, however – your Constitution
your own Curse spells. Attribute is lowered by 1 permanently after you have been
raised.
Advancement
99%: Objects you curse have a duration of Permanent, until Advancement
broken as noted above. 99%: The caster returns with full Hit Points.
198 PART 4: MAGIC
DIVINITY SPELL LIST GLOSSARY CONTENTS
Elemental War
Monthly Venerations Monthly Venerations
Choose one of these tasks to help bolster the faith. Choose one of these tasks to help bolster the faith.
Tithe: 10% of income to the church. Tithe: 10% of income to the church.
Extol the virtues: Use your element to benefit others. Test of strength: The priest can perform arm-wrestling,
e.g. Use fire to provide warmth or cook a meal. Use cold to wrestling, bare-fisted boxing or weightlifting with one or
chill water on a hot day. Use acid to destroy waste or shape more participants to show their strength. Victory isn’t
stone. Use air to dry clothes or aid a sailing ship. required for the veneration to be successful, only to have
a fair contest and spread word of the faith. Cheating from
Fortune either combatant is considered blasphemy.
Monthly Venerations
Choose one of these tasks to help bolster the faith.
Tithe: 10% of income to the church.
Gambler: Participate in a game of chance, and win by
using a luck point.
Healing
Monthly Venerations
Choose one of these tasks to help bolster the faith.
Tithe: 10% of income to the church.
Alms: Tend to the poor and sick in the community, be it
people or animals.
Hunting
Monthly Venerations
Choose one of these tasks to help bolster the faith.
Tithe: 10% of income to the church.
The hunt: Participate in a group hunting activity to
educate others in the ways of the faith.
Knowledge
Monthly Venerations
Choose one of these tasks to help bolster the faith.
Tithe: 10% of income to the church.
Reliquary: Donate a spell scroll, a skill manual or book of
knowledge to the church. Every 200sp of value counts for 1
month’s veneration.
2nd Rank
Spell Skill % Brief Description
Accord 70 You can understand any spoken language within earshot.
Augury 70 Learn if an action you take will have good or bad effects.
Divine Might 70 Target creature gains bonus to damage and toughness.
Duel 70 Force your target to engage in a melee duel with you.
Exorcise 70 Attempt to send a summoned creature back to its point of origin.
Healing Touch 70 Instantly heal 1 Hit Point on the target.
Hold Creature 70 Attempt to neutralise one or more creatures unless it is attacked.
Holy Aegis 70 Summon a shield of energy to absorb ranged and magical damage.
Walk on Air 70 Walk upon the air as if it were solid.
Wall of Light 70 Wall of light deals energy damage to anyone moving through.
Truth Sense 70 Improve your Insight checks and even see through illusions and invisibility.
1st Rank
Spell Skill % Brief Description
Angel Walk 90 Step through a doorway of light to your destination.
Brimstone 90 Rain chunks of flaming debris down on a target.
Holy Word 90 Stun creatures with a single word of power.
Judgement 90 Blast a target with soul-draining damage.
Resurrection 90 Bring a target deceased creature back to life.
Solace 90 Protect against direct attacks if you take no action.
Vengeance Aura 90 Melee attackers take energy damage when they hit you.
Purify Smite
Used With: Action Used With: Reaction
Skill: Divinity Skill: Divinity
Range: Touch Range: Self
Duration: Instant Duration: 1 minute
Resist: - Resist: -
This spell has two functions. Choose a plate of food or a Your weapon shines with brilliant light, dealing energy
cup of liquid. You bless it with divine energies, eliminating damage instead of its normal kind, and gaining the Holy
any poisons or disease contained within, allowing the damage trait.
substance to be safely consumed.
You can also cast this spell on someone who is diseased Advancement
or poisoned, to alleviate the effects of said disease or 70%: The weapon also deals +1 damage.
poison for 1 hour. 90%: The weapon becomes Auric, and the damage bonus is
increased to +2.
Advancement 99%: The weapon also deals +3 damage
70%: Cast this spell on a living creature to remove a Weak
disease or poison. Stronger poisons and diseases have their Slumber
effects nullified for 4 hours. Used With: Action
90%: Cast this spell on a living creature to remove a Mild Skill: Divinity
disease or poison. Stronger poisons and diseases have their Range: 10 squares
effects nullified for 8 hours. Duration: Concentration (1 minute)
99%: Cast this spell on a living creature to remove a Strong Resist: Resolve
disease or poison.
Choose a creature within range. It must make an opposed
Restoration Resolve skill check against your Divinity skill. If they fail
Used With: Action the check, they become extremely drowsy and unable to
Skill: Divinity think, rendering them unconscious while you continue to
Range: Touch concentrate (or 1 minute).
Duration: Instant If the target succeeds on their check, they become dazed
for 1 round. If someone uses an action to wake them, or
Resist: -
if the subject comes under attack, the spell ends as they
The creature you target as you cast this spell has awaken from a dream with a start, a dream in which they are
one negative condition of your choice removed from the under attack. They can immediately defend this attack.
following: Dazed, frightened, or intoxicated.
Advancement
Advancement None
70%: Remove the nauseated or charmed condition.
90%: Remove the restrained, terrified or stunned conditions. Transfer Spirit
99%: You can remove any condition. Used With: Action
Salvation Skill: Divinity
Used With: Reaction Range: Touch
Skill: Divinity Duration: Instant
Range: 10 squares Resist: -
Duration: Instant Choose a creature within range. When this spell is cast,
Resist: - the target regains 1 Spirit Point. You cannot raise the Spirit
Points of the target above its maximum.
As a Reaction, you call upon your deity to fortify the
target against damage from a physical or magical attack,
Advancement
granting them +2 Natural Armour against that attack.
70%: For every Spirit Point you spend when casting, the
Advancement target gains an additional Spirit Point.
70%: The amount of AP gained increases to +3. 90%: This spell can be cast as a Reaction.
90%: The amount of AP gained increases to +4. 99%: The range increases to 10sq.
99%: The amount of AP gained increases to +5.
204 PART 4: MAGIC
DIVINITY SPELL LIST GLOSSARY CONTENTS
Solace
Used With: Action
Skill: Divinity at 90%
Range: Touch
Duration: 2 rounds
Resist: -
Choose a willing target that is at or below half it’s
maximum Hit Points. The caster bestows a few seconds
of divine power on the target, granting them invulnerability
to all damage from hostile NPC’s, so long as they take
no action that causes harm to others. If so, this spell
immediately ends.
Advancement
99%: The duration is extended to 3 rounds.
3rd Rank
Spell Skill % Brief Description
Animal Form - Transform into a small animal.
Animal Link - Sense through chosen animal, and even control them.
Bark Armour - Gain extra armour over your body.
Beast Sense - Gain a new sense.
Elemental Sheath - Provide Damage Reduction against elemental damage.
Entangle - Ground becomes difficult terrain, can even restrain.
Freezing Fog - Fog obscures vision and chills those within.
Hail of Thorns - Target is pummeled with thorns dealing piercing damage.
Healing Fruit - Fruit is enchanted to heal.
Ignite - Cause a target to suddenly catch fire with an intense Burn effect.
Infect - Inflict ailment on target as part of a melee attack.
Lightning Strike - Deal lightning damage in at a point.
Move Earth - Shape or move earth at will.
Pack Instincts - Caster and ally deal extra damage against same target.
Regeneration Target is slowly healed for damage.
Rust - Damage AP on metal objects such as armour or weapons.
Speak with Nature - Speak with animals or even plants.
Summon Crow - A bird comes to assist you in combat and perception checks.
Sunbeam - Deal Energy damage that damages and blinds.
Wind Blast - Blast of wind pushes targets back, makes prone, can deal damage.
2nd Rank
Spell Skill % Brief Description
Blight 70 Deal Internal damage to target, deadly versus plants.
Breathe Water 70 Breathe underwater as if it were air.
Fumarole 70 Deal acidic elemental damage to target, damages armour.
Lightning Aura 70 Create a blast of lightning that intercepts damaging attacks.
Nature Shield 70 Create a shield out of nearby plants to defend yourself.
Stonewalk 70 Move through stone itself
Suppress Magic 70 Suppresses magical spell while you concentrate.
Thunderbolt 70 Deal bludgeoning damage to a target.
Teleport Pet 70 Teleport your Bonded Pet to your side.
Wall of Ice 70 Create wall of ice, deals cold damage to adjacent targets.
1st Rank
Spell Skill % Brief Description
Blizzard 90 Deal cold damage to an area.
Control Weather 90 Adjust weather conditions in radius around you.
Eruption 90 Create area of lava, deals damage and stays at that location.
Ironwood 90 Wooden object is turned into iron, gains damage and HP.
Reincarnation 90 Bring creature back to life in another body.
Tree portal 90 Teleport through trees up to 100km apart.
Advancement
70%: The damage is increased to 1d8+8.
90%: The damage is increased to 1d10+10, and targets
gain the bleed condition.
99%: The damage is increased to 1d12+12.
Move Earth
Used With: Action
Skill: Druidry
Range: 10 squares
Duration: 1 round
Resist: -
You are able to shape dirt or clay as you see fit, raising or
lowering the ground by as much as 1 square. Anyone caught
in this effect becomes pinned unless they move on their
next turn.
Advancement
70%: Shape earth at a rate of 2 cubic squares per round.
90%: The spell duration increases to 1 minute.
99%: Shape earth at a rate of 3 cubic squares per round.
Rust Advancement
Used With: Action 70%: Two crows arrive! The damage is increased to +2, and
the Perception bonus is increased to +6%
Skill: Druidry
90%: Three crows arrive! The damage is increased to +3,
Range: 2 squares
and the Perception bonus is increased to +8%
Duration: Instant 99%: Four crows arrive! The damage is increased to +4, and
Resist: Evade or Shields the Perception bonus is increased to +10%
Choose a point within range. A spray of extremely salty
water shoots towards a target of your choice. The target
must make an opposed resistance skill check:
• If failed, they lose 1 Armour Point from metal armour
they are wearing, or from a metal shield they block this spell
with.
Advancement
70%: The range is increased to 5 squares.
90%: The range is increased to 10 squares.
99%: The target’s armour loses 2 AP when hit.
214 PART 4: MAGIC
DRUIDRY SPELL LIST GLOSSARY CONTENTS
Stone Walk
Used With: Action
Skill: Druidry at 70%
Range: Self
Duration: 1 hour
Resist: -
You are able to quickly move through solid material.
Nothing of your presence remains visible or otherwise
detectable by your passage. It lasts long enough to enable
you to move through 60cm (2 foot) of matter.
If the spell ends while you are still within solid matter,
you are expelled at the nearest exit point. If completely
surrounded by solid material of greater than 2 squares, you
die instantly, buried within.
Advancement
90%: Take a willing creature you touch for 1 extra Spirit.
99%: Take 3 willing creatures you touch for -1 Spirit each.
216 PART 4: MAGIC
DRUIDRY SPELL LIST GLOSSARY CONTENTS
Advancement
99%: You can alter the weather 4 steps from current
conditions.
Shamanic
Shamanic magic calls upon the power of ancient Some Shamans exist on the fringe of these societies and
shamans long dead, as well as other powerful spirits who provide comfort to those who have recently lost loved ones,
walk alongside the shaman, unseen by the mortal realm. and can even offer limited communication with the recently
Steeped in the magic of death, Shamans often form a deceased.
bridge between the lands of the living and dead, with both The other side of this is that authorities, particular priests
beneficial and baneful applications. of established churches, often run Shamans out of town.
This is usually due to a challenge to the spiritual authority of
Magical Focus the church, but other times it’s based on pure superstition.
Shamans are specialised in protecting allies and
weakening enemies. They can offer these services through
Shamanic Tradition
Shamans can craft a Totem, a focal point for spiritual
regular spells, or from a totem they have imbued with
powers. The chosen item must be crafted from wood by
spiritual power. A character must be holding the Totem to
you, no smaller than your fist. You can craft just about
gain its intrinsic benefits, but there are also spells which can
any object out of wood with the Craft (Woodworking) skill,
be specifically cast upon a Totem which continue to function
including wooden weapons.
without the intervention or even continued existence of the
Once constructed, the Totem is a plain (if potentially
caster. This totem can also be a powerful weapon, giving
well-crafted) example of its kind, which is an important
Shamans a secondary combat capability.
component in some shamanic spells.
• You may only have one Totem at a time.
Shamans in Society • Spells cast upon a totem continue without the need for
Those who practice Shamanic magic in primitive the shaman’s intervention. They even continue working if the
societies are not only venerated, they are often in a position caster falls unconscious or dies.
of authority within a tribe, or at very least a valued advisor There are traditions which specialise in different aspects
to the chieftain. There is both fear and respect for Shamans, of shamanic magic. When you take the Shamanic skill, you
which they use for their own goals that are usually to the must also choose which Tradition you belong to:
benefit of the tribe. Ancestral; grants shamans an elder spirit to guide and
When Shamans fall out with the tribe or each other, the teach the shaman.
resulting conflicts can be terrifying to behold. Shamans are Totemic, is used by shamans who focus upon their spells
quite uncommon in more advanced villages, though not and the power of their totem.
unheard of. Their associate with death and the world beyond Warrior, for more combat-oriented shamans who bond
life itself tends to be off-putting, and leads to the rise of with a weapon.
myths and legends about these strange individuals.
PART 4: MAGIC 219
SHAMANIC SPELL LIST GLOSSARY CONTENTS
2nd Rank
Spell Skill % Brief Description
Animate Corpse 70 Animate a dead creature which follows your orders.
Corrosion 70 Target takes acid damage, can damage armour.
Death Fog 70 Fog inhibits sight, deals shadow damage to those within.
Healing Touch 70 Quickly heal 1 point of damage.
Soul Link 70 See and hear through two-way link, can share damage.
Soul Shield 70 Protects the shaman against attack.
Spectral Blast 70 Targets in a cone make resolve check or be frightened 1d4 rds.
Spirit Burn 70 Force target to use more spirit for spells and manouevres.
Spirit Warrior 70 Summon invisible warrior to fight for you.
Storm Totem 70 Deal lightning damage around totem every round.
Teleportation Ward 70 Prevent teleportation spells functioning in a given area.
1st Rank
Spell Skill % Brief Description
Ancestral Legion 90 Spirit grants additional damage to subject, can absorb damage.
Aura of Death 90 Melee attackers take Internal damage when they hit you.
Mortality 90 Target creature takes additional damage when injured.
Null Magic Totem 90 Magic nullified in range of totem, difficult to cast new spells.
Obliterate 90 Deal Internal damage to a target.
Phoenix Soul 90 Deal fire damage upon death, then resurrect 1 hour later.
Spirit Walk 90 Travel a real-world distance by moving through the aether.
Restful Totem
Used With: Action
Skill: Shamanic
Range: 10 square radius
Duration: 8 hours
Resist: -
You enchant your Totem with peaceful energies. The Heal
Rate of all creatures within range of the caster’s Totem are
increased by +1 for the duration of the spell.
Advancement
70%: Increase the Heal Rate bonus to +2. Disease duration
is decreased by 1 day for every night of rest.
90%: Increase the Heal Rate bonus to +3. Serious and
Major Wounds gain the Heal Rate bonus during an 8 hour
rest.
99%: Increase the Heal Rate bonus to +4.
Advancement Advancement
90%: The shield now has +5 AP, and while wielding it, you 90%: The damage bonus is increased to +2, and the
gain +4 DR vs Internal damage. Perception bonus is increased to +8%
99%: The shield now has +6 AP. If you fail to block with it, 99%: The damage bonus is increased to +3, and the
you still gain +2 AP. Perception bonus is increased to +10%
PART 4: MAGIC 225
SHAMANIC SPELL LIST GLOSSARY CONTENTS
Advancement
99%: The damage is increased to 1d10+10.
Spirit Walk
Used With: 1 minute
Skill: Shamanic at 90%
Range: Self/Touch
Duration: Instant
Resist: -
You ask your spirit guides to open a door through the
realm beyond to another point on your plane of existence,
allowing you to step through and travel the aethereal plane
without travelling the intervening space. Travel takes 1
hour no matter the distance travelled. Although convenient,
inter-dimensional travel does carry a degree of risk.
Travel to a location within sight or to a place which is
well known to you is relatively easy, but places you are less
familiar with incur a penalty on the casting roll, as noted
below on the Accuracy Table.
Regardless of success or failure, the caster must use a
gem of no less than 100sp in value which is consumed with
the spell.
• For every extra person you want to take along, you incur
an additional -5% skill penalty for the check. You can bring
along up to 10 people in this way.
• You can attune yourself to the energies of the location if
you have an object taken from there in the last 50 years.
• The maximum range of the spell is a location within
100km (60mi) of you.
• You can mark one location with a unique marking – a
sigil. You can always return to this location without error.
Only one location can be marked in this way at a time.
Destination Modifier
Well Known 0%
Visited Twice -10%
Seen Once/Associated Object -20%
Described to you -40%
Advancement
99%: There is no skill penalty for bringing along additional
people.
2nd Rank
Spell Skill % Brief Description
Dimensional Shunt 70 Teleport 10 squares away instead of moving normally.
Elemental Aura 70 Sheath self in elemental power, deals damage to attackers.
Enlarge 70 Target gains height, weight & damage and toughness.
Fireball 70 Deal fire damage to target in range, resist for half.
Force Barrier 70 Create shield with Energy AP vs ranged or magical damage.
Petrify 70 Target becomes paralysed as it turns to stone.
Regenerate 70 Regenerate damage.
Soar 70 Lighten your body until you can fly at great speed.
Unstoppable Force 70 Extra damage and abilities while charging.
Wall of Fire 70 Wall restricts passage unless creatures want to get burned.
1st Rank
Spell Skill % Brief Description
Aether Travel 90 Travel rapidly through the Border Aethereal plane.
Disintegrate 90 Energy bolt damages armour, can obliterate targets.
Fade 90 Become increasingly stealthy until you fade from sight.
Reanimate Self 90 Return to life at 1 HP if killed, -1 CON.
Repulsion 90 Approaching creatures must make an Unarmed check to advance.
Time Stop 90 Halt the flow of time to prepare yourself or move around.
Word of Power 90 Target is subject to a debilitating condition.
Advancement
70%: The spell now deals 1d8+8 damage.
90%: The spell now deals 1d10+10 damage. You can
choose for it to affect a 1 square radius around the target.
99%: The spell now deals 1d12+10 damage and you can
choose for it to hit a 2nd target within range of you.
Stifle Energy
Used With: Action
Skill: Sorcery
Range: Self
Duration: 5 rounds
Resist: -
Your next attack or spell that deals damage also drains
the target of 1 Spirit Point. Once this happens, the spell
ends. This spell has no effect on Undead or Constructs.
Advancement
70%: The spell is now cast with a Reaction.
90%: The spell drains 2 Spirit Points each time.
99%: The spell drains 3 Spirit Points each time.
Advancement
70%: The target gains a total of +3 Movement.
90%: The target gains a total of +4 Movement,
99%: The target gains a total of +5 Movement, and also
Advancement
70%: The target cannot use any abilities that require
Concentration, and breaks Concentration effects.
90%: The target is dazed for the duration.
99%: The target is also stunned for the 1st round.
Enlarge Petrify
Used With: Action Used With: Action
Skill: Sorcery at 70% Skill: Sorcery at 70%
Range: Touch Range: 10 squares
Duration: Concentration (1 minute) Duration: Concentration (1 minute)
Resist: - Resist: Endurance
The caster is able to increase the size, strength and Choose a target within range. If that target fails an
weight of a willing target’s body, worn armour and clothing. opposed Endurance check, it is paralysed for as long as
• The target gains +1 DM & Natural AP, Overheal +2 Hit concentration is maintained as it turns to stone. It also
Points, and grows to 2x their current size and weight. gains Invulnerability to all damage. The subject can make an
• If the target’s height goes above 110cm (3’3”), they lose opposed check at the start of their turn to try and end the
the ‘Small’ trait. spell.
• If this spell increases the target’s height to above If you maintain your concentration on this spell for the
250cm (8’2”), they gain the ‘Huge’ trait. minute uninterrupted, the creature is permanently turned to
stone and dies.
Advancement
90%: Benefits increase to +2 DM & Natural AP, +4 HP and 3x Advancement
the height & weight. None
99%: Benefits increase to +3DM & Natural AP, +8 HP and 3x
the height & weight. Regeneration
Used With: Action
Fireball
Skill: -
Used With: Action
Range: Self
Skill: Sorcery at 70%
Duration: 1 round
Range: 10 squares
Resist: -
Duration: Instant
Resist: Evade or Shields The caster channels energy into their wounds.
• They are healed for 1 Hit Point instantly, and again at
A ball of flame shoots forth from your outstretched hand
the start of their next turn.
to a target creature in range, then explodes, hitting anything
within a 1 square radius of the target. Advancement
• Anything in the area of effect takes 1d8+8 elemental 90%: The spell heals 2 Hit Points instantly and next turn.
damage with the Burn damage trait, halved if they make a 99%: The spell heals 3 Hit Points instantly and next turn.
successful opposed resistance check.
Advancement Soar
90%: The spells damage is now 1d10+10. Used With: Action
99%: The spells damage is now 1d12+12 and it affects a 2 Skill: Sorcery at 70%
square radius. Range: Touch
Duration: Concentration (1 minute)
Force Barrier Resist: -
Used With: Action
Skill: Sorcery at 70% Choose a willing creature within range. The subject
Range: Self becomes able to fly around at half their normal Movement
rate. If they fall, they glide to the ground unharmed. The
Duration: 1 hour
maximum weight for this spell is the subject’s own body
Resist: -
plus a maximum of 100kg (220lb) for all being carried.
You create a nimbus of crackling power that absorbs Going above this weight negates the spell’s effects.
ranged damage, or any damage created by a spell.
Advancement
• If successful, you gain +2 Energy AP for the duration.
90%: Fly at a speed equal to your normal Movement rate.
Advancement The duration is increased to Concentration (1 hour).
90%: The spell grants +4 Energy AP. 99%: Fly at up to double listed Movement rate. Maximum
99%: The spell grants +6 Energy AP. carry weight is also doubled.
Disintegrate Repulsion
Used With: Action Used With: Action
Skill: Sorcery at 90% Skill: Sorcery at 90%
Range: 10 squares Range: 2 squares
Duration: Instant Duration: Concentration (1 minute)
Resist: Evade or Shields Resist: Unarmed
A green ray of crackling energy springs from your By generating pulses of gravity waves, you can prevent
pointing finger, to a target within range that you can see. others from approaching you. The effect extends to 2
• On a failed opposed resistance check, the target takes squares, and anyone attempting to move closer or who
1d12+12 Energy damage with the Melt damage trait. On a starts their turn within range must make an opposed
successful resist check, the spell misses completely. Unarmed skill check. Once they’ve made a successful check,
• If the target is reduced to 0 Hit Points, it and anything it they can move about in this range at half normal movement
is carrying is reduced to ash. for the rest of their current turn.
Advancement Advancement
99%: The spells damage is increased to 1d12+15. 99%: Increase the range of the spell to 5 squares.
2nd Rank
Spell Skill % Brief Description
Acid Blast 70 Deal damage to target in range, also damages armour.
Acid Fog 70 Create cloud of mist which eats away at armour.
Alter Form 70 Transform into a small animal.
Arcane Shield 70 Create a barrier of magic to protect against attack
Auric Field 70 Subject gains Energy AP around their body.
Blink 70 Instantly teleport to point within range.
Illusion 70 Create illusion in mind of your target.
Levitate 70 Ignore gravity, moving target up or down at will.
Lightning Bolt 70 A blast of electrical power strikes a target in range.
Polymorph 70 Transform target into non-threatening creature.
Wall of Stone 70 Create wall of solid earth to block movement.
1st Rank
Spell Skill % Brief Description
Clone 90 Create duplicate body your mind goes into upon your death.
Contingency 90 Cause spell to activate when condition is met.
Dimensional Barrier 90 Create barrier which teleports away attackers.
Invisibility 90 Become difficult to detect, even invisible.
Mirror Image 90 Create illusionary duplicate which takes damage directed at you.
Switch Body 90 Switch bodies with target on failed Resolve check.
Teleport 90 Teleport self to other location within 100km/60mi.
Advancement
70%: Summon the familiar to your side from any distance
by spending an action and a Spirit Point.
You can also now bond with a Fey Cat.
90%: You can bond with a Hedge dragon or Storm Crow.
99%: You can communicate telepathically with your Familiar
while you are within 50 squares. You can now bond with a
Phoenix.
Advancement
90%: Transform into a Dire Beast.
99%: Transform into a Unicorn, Phoenix, Griffin or Wyvern.
Levitate Polymorph
Used With: Action Used With: Action
Skill: Wizardry at 70% Skill: Wizardry at 70%
Range: Touch Range: 10 squares
Duration: Concentration (1 minute) Duration: Concentration (1 minute)
Resist: - Resist: Resolve
Choose a willing creature within range. The subject Choose a living creature within range that you can see. If
becomes able to hover in the, or increase and decreased the target is willing, you transform it into a Small Animal or
their altitude by half their normal Movement rate. If they fall, (single) Vermin of your choice.
they glide to the ground unharmed. The maximum weight • If the target is a Shapechanger, it is unaffected.
for this spell is the subject’s own body plus a maximum of • If the target is unwilling it must make an opposed
100kg (220lb) for all being carried. Going above this weight Resolve skill check. On a failed check, you transform the
negates the spell’s effects. creature into a new form.
The target gains the capabilities and limitations of the
Advancement new form, and loses the capabilities and limitations of its
90%: Fly around at will, at a speed equal to your listed original form, effectively unable to be a threat of any sort for
Movement rate. The duration is increased to Concentration the duration. The target’s gear melds into the new form and
(1 hour). becomes non-functional until the spell ends.
99%: Fly around at will, at a speed equal to double your If the creature comes under attack or is damaged in any
listed Movement rate. Maximum carry weight is also way, the polymorph spell ends instantly, before any damage
doubled. is dealt. The attack cannot be defended, but otherwise it is
resolved normally.
Lightning Bolt
Used With: Action Advancement
Skill: Wizardry at 70% 90%: The spell duration no longer requires concentration,
Range: 10 squares and becomes 1 minute. The target can spend an action to
Duration: Instant try and break the spell effect.
Resist: Evade or Shields
Choose a target within range. You incant a bolt of
lightning from your fingertips which arcs across the Wall of Stone
distance between you. All creatures and objects between Used With: Action
you and the target must make an opposed Evade resistance Skill: Wizardry at 70%
check, or they take 1d8+8 elemental damage with the Shock Range: 10 squares
trait. If the resist check is successful, they are unaffected by Duration: Concentration (1 minute)
the spell. Resist: -
Advancement
99%: The duration becomes permanent until used, and you
may have 2 spells contingent at a time.
Advancement
99%: You can make unopposed Insight skill checks to know
memories from the subject of this spell.
Blind Intoxicated
• Victim unable to defend itself. Gained after failing your Endurance roll while you are
• Victim automatically fails sight-based Perception Tipsy - you lose the Tipsy condition and become Intoxicated
checks. for 1 hour.
• All attacks are made without any result bonuses. • Victim’s Critical Range for all skills is reduced to 0.
• Victim cannot make Opportunity Attacks. • Victim’s Fumble Range is increased by +5.
• Movement is halved.
Bleed • You gain +10% to Resolve skill check results.
• Victim loses 1 Hit Point per round until First Aid or other • Roll 1d4 on the Drunken Type table.
healing has been performed on them.
• If below 0 Hit Points, bleeding reoccurs if the creature Invisible
moves, takes any action, or if they take any more damage. • Cannot be seen without aid.
• This condition can be applied up to 3 times. Effects that • Can be detected by noise or tracks, but Stealth still
remove Bleed only remove 1 at a time. works normally, even if others can see invisible creatures.
• Attacks against the invisible creature must also be less
Charmed or equal to Perception skill or the attempt fails.
• Victim cannot harm the Charmer. • Others cannot defend against invisible creature’s
• The Charmer’s Influence and Deceit skill checks have a attacks unless using the Blind Fighting manoeuvre.
+10% result bonus when interacting socially with the victim.
Nauseated
Dazed • Victim’s skill rolls must also be less or equal to their
• Victim can’t use Spells or Manoeuvres. Endurance skill or the attempt fails.
• Victim’s Movement is reduced by half. • A fumble results in the character being stunned for 1 rd.
Deafened Paralysed
• Victim fails hearing-based skill checks. • A paralysed creature cannot move, speak, or take any
• Initiative Bonus is not applied to Initiative rolls. action that is not purely mental.
• The creature cannot Parry, Evade or Block.
Pinned
• The victim (and grappler) cannot move or take any
action except to attempt to break out of the restraint.
APPENDIX A: CONDITIONS 249
GLOSSARY CONTENTS
Prone
• Ranged attackers lose their Result Bonus attacking a
prone character (doesn’t apply if attacker is 3sq above the
target).
• Melee/Unarmed attacks against a prone target gain a
+10% result bonus.
• Prone characters lose their Damage Modifier on attacks.
• Movement is reduced to 2.
Restrained
• The victim can only use one-handed weapons, spells
that use a Reaction, and Movement is reduced to 2.
Slowed
• The creature can take an action or move, but not both.
• All Evade skill checks automatically fail.
Stunned
• A stunned creature cannot move or take actions.
• The victim cannot Parry, Evade or Block.
Terrified
• Victim drops whatever it is holding and runs away from
the source of fear for 1 round at max speed.
• Victim remains frightened for the entire encounter.
Tipsy
Gained after failing an Endurance roll when drinking
alcohol.
• Victim’s Fumble Range is increased by +5.
• Movement is reduced by 1.
• You gain a +5% Resolve skill result bonus.
Unconscious
• Victim drops whatever they’re holding and falls prone.
• Victim cannot move, take actions, defend itself or
perceive its surroundings.
Undead
• The creature is unaffected by fatigue, bleeding, pain,
fear, Internal damage or being rendered unconscious.
Initiative Bonus: (Characteristic) A number derived from Reach: A melee weapon ability that allows it to hit targets
a character’s Intellect Attribute Bonus, then added to a d20 at 2 squares from the wielder, but doesn’t apply its base
roll at the start of combat to determine the order of battle. Damage Modifier to targets at 1 square range.
Invulnerability: An effect which results in a character Remedies: This term refers to all herbal formulas that
being completely unaffected by a type of damage. are of positive benefit to a character, usually for healing or
Killed: An effect which ends the character’s life instantly, treating illness or negative conditions.
usually by removing their head. Resistance Skill: One of three skills used to reduce
Long Rest: An eight-hour time to sleep where you regain the impact of damage or mental effects on a character,
all Spirit Points, and Hit Points equal to your Heal Rate, once comprised of Endurance, Evade and Resolve.
per day. Resolve: The mental resilience of a character, allowing
Luck Points: (Characteristic) Points which a player can them to resist the influences of others, both mundane and
spend to avoid disastrous dice rolls or events. mental, and it boosts Spirit Points is it increases.
Magic: Supernatural abilities that allow the manipulation Result Bonus: A number added on to a successful
of the physical world. opposed skill result, to boost the final total of the roll, which
Manoeuvres: Actively applied abilities requiring the can even be above your skill level.
expenditure of Spirit Points. Can modify the result of a Restricted Skill: A professional skill that can only be
combat ability or other mundane effect such as using gained as part of a Profession, usually something that takes
Stealth. a long time to learn, such as magic skills.
Melee: Close-quarters combat with weaponry that Short Rest: A one-hour break where you can regain Hit
delivers its damage through physical impacts. Points and Spirit Points equal to your Heal Rate, once per
Movement Rate: (Characteristic) The distance a day.
character can move in a single combat round and still take Spell: A magical effect created by a spellcaster to
an action. For most characters, this is 6 squares. alter reality in some way. Some spells can do damage to
NPC: Non-Player Character, a character in the game who opponents at melee or range, but spells used in this fashion
is usually controlled by the Game Master. count as neither - it is a magical attack, not a melee or
Opposed Roll: A skill check made by two characters, with ranged attack.
the highest successful roll winning. Spirit Points: Used for the casting of spells or
Overcharge: An effect that restores a character’s Spirit manoeuvres, Spirit Points function as a way to offer limited
Points and increases their maximum Spirit Points above special abilities to a character.
their normal maximum for an hour, before dropping back to STR: Strength (Attribute), a measure of a character’s
the normal maximum. brawn and brute force.
Overheal: An effect that heals a character’s Hit Points, Square: A generic reference to a square on a combat
and even increases their Hit Points above their normal grid. This can be referred to in metres or yards, depending
maximum for an hour, before dropping back to the normal on which system of measurement your campaign is using.
maximum. Talent: Passive ability that grants a character new or
Oversized: Character at least 250cm (8’2”) in height. enhanced capability.
Their arms and hands are larger than average, able to Vulnerability: An effect which results in a character
effectively use two-handed melee weapons in one hand, so taking extra damage from a type of damage.
long as they don’t have the ‘longreach’ property.
Philosophy: A character’s overall belief system, guiding
their actions and decisions.
Professional Skill: An involved and challenging skill
which can only be used if specifically learned, professional
skills cover major aspects of a character’s skill set, involving
combat skills and other complex tasks.
Ranged Attack: A physical attack on an opponent using
a weapon capable of delivering its damage at a distance.
Usually requires ammunition of some sort.
Reaction: A move a character can make in response to
another character’s action, usually defensive in nature.